View Full Version : XP is UP
Jeroak Nelave
09-15-2005, 10:58 PM
go to download.com
click on games
tools and editors
2nd in the list should be XP.
Enjoy!
Valkysas
09-15-2005, 11:05 PM
downloaded the 30 day trial, and it's angering me. apparently, I have to completely un-install my japanese copy of XP in order to run this one, which I'm not gonna do until I know I'll be able to port everything over safely.
Jeroak Nelave
09-15-2005, 11:13 PM
is there any way i can help?
Valkysas
09-15-2005, 11:21 PM
nope. looks like I gotta wait until someone else with an import copy installs the new one.
the software installs fine, but the RTP and the RGSS won't install unless I get rid of the old one, and the import XP wouldnt work with the new RTP, since the old RTP wont work with the new XP.
just downloaded and paid for it!
Dreamknight
09-15-2005, 11:29 PM
Seriously.
How the hell do I use this thing? Did a manual come in the download or anything? :(
Valkysas
09-15-2005, 11:35 PM
you.. have the import version, but are clueless on how to use the english version?
after downloading it, just click the "setup menu" icon. then install the XP software. then gasp in horror when you click on "install RTP/RGSS" and it demands you uninstall your imported version.
MasterSlowPoke
09-15-2005, 11:35 PM
omg liek wear do i get teh cereal crak? lolz
Downloaded, now it's time for a new Homosexual Adventure!
Dreamknight
09-15-2005, 11:38 PM
I never had the import... :\
Well, I got the demo of it whenever that was released.
Valkysas
09-15-2005, 11:41 PM
I confused you with draygone.
well, if you need help with anything, ask me. I'm not scanning the manual though, no... screw that.
marcus
09-15-2005, 11:44 PM
I'll help too.
I'll also be the guinea pig by uninstalling my Jap copy and testing out the portability.
TheHonorableRyu
09-15-2005, 11:49 PM
DK, for getting started, do what I did!
File-->New Project, then go nuts.
The main screen is the map editor. The four layer things things in the top menu are the layers in the map. Use the bottom layer for the floor tiles, middle for objects on the floor (trees, barrels, etc.) the top for things that must overlap the middle layer (a light on a barrel, etc.). All of the things you can place are in the tileset in the left.
The event layer (very top) is the event layer, by which you can click on the grid and place events. Much like the previous makers, once you place an event, you add all of its actions in the pages.
You can adjust the map properties (size, tileset, random monster encounters) by right clicking the map folder at the bottom left corner.
Go to Tools-->Database for most of the meat (like RPG1 System Editor).
Right-click-->What's this? on anything for help.
I've been studying the interface and RGSS online for quite some time now; now it's time to try it all out.
Valkysas
09-15-2005, 11:52 PM
okay, I'll run through some things for you N00BS.
when you open it up, start a new project. name it. yay!
down at the bottom of the left side, there's a white box. it probably says like, map001. you can right click on this and go into map properties to set that map up, or you can add a new map by right clicking the current map's name and selecting new map. this will create a child map. to create a normal map, click on your project name in the window and select new map.
first thing's first, setting up the database. database is located under tools, or the fifth icon from the right at the top of the screen. you set up everything you will use in the game here. remember that all the icons have mouse-over descriptions. or... they should.
see the four icons to the left of the pencil icon? those are your layer options. the ground is always layer 1. I suggest making the houses (minus the roofs) all layer 1 so you can use both layers 2 and 3 to add details. after the third layer icon, there's a square. this is the event placement icon. you click where you want to add an event, and then you script it in the window that pops up.
to go into RGSS, click script editor under tools, and then select the script you want to edit.
to import new graphics, sounds and stuff click resource manager under tools.
I suggest going into the database and looking at the tileset setup so you can see which tiles allow people to pass through/behind (you can change this if you want) so you can design your areas accordingly and make sure you use the proper layers.
that should be enough to get everyone started.
marcus
09-16-2005, 12:05 AM
oh man
There's some error with my jap rtp and it won't let me uninstall so now I have to REINSTALL IT and then UNINSTALL IT just to INSTALL the english rtp. They sure aren't making this easy.
Anyways, the database is incredibly easy to manage. You simply create your characters, their classes, monster data, items, animations, etc. It's all available in one easy to manage location and it's pretty self explainatory. I think I'll post my mapping tutorials here as well.
EDIT: Rpgmxp fully supports any games made with the Japanese version. I even tested it with my script heavy puzzle game and it works great.
http://img383.imageshack.us/img383/9771/johnnyp3xk.th.png (http://img383.imageshack.us/my.php?image=johnnyp3xk.png)
XP is up and running at my place! I made acid you can walk through and take damage! W00T! Now, to find out how to get my custom images in there...
TheHonorableRyu
09-16-2005, 01:11 AM
Because I have nothing else to do while I eat:
Put them in the correct resource folder (in Windows, not the RPGM XP program).
In the program go to Tools-->Materialbase.
Select the correct folder (example: Graphics/Characters for the main 4-direction sprites; Graphics/Battlers for enemies and in-battle character pictures) and hit Import, then select the file from the pop-up window. In the file itself, the sprites need to follow the template of all the other sprites:
Example for walking sprites.
http://img.photobucket.com/albums/v29/TheHonorableRyu/001-Fighter01.png
The walking sprites can be larger or smaller than this, but they need to be set up in frames divisible by four (since the program automatically "cuts up" the file into a 4x4 grid for displaying the sprites.)
Jeroak Nelave
09-16-2005, 01:27 AM
now i just need to find a way to get Jeroak turned into a character sprite, and one of him that looks human with no wings.
I think the actors tab of my database window is messed up. It's only showing the upper left portion of the tab. I can only see a bit of the Max MP Graph and only the first two item things.
?
Jeroak Nelave
09-16-2005, 02:39 AM
I think it is based on the resolution you run your computer at?
are you atleast 1024x768?
I was. I switched it to 1200 x 1000 and it's still goofy.
Kickback
09-16-2005, 03:26 AM
So I'm totally new to this entire thing but I'm beginning to get the hang of it. My question is this.
I've created an event that where the player walks on a tile, text begins to scroll followed by a battle. However, every time the battle is over and the player can move around, if they re-step on the tile it totally starts it all up again. What can I do to change that?
The Toecutter
09-16-2005, 03:52 AM
I'd so totally buy this, but my checks will be going to textbooks and paying my grandma back.
tjoris9
09-16-2005, 04:18 AM
I've created an event that where the player walks on a tile, text begins to scroll followed by a battle. However, every time the battle is over and the player can move around, if they re-step on the tile it totally starts it all up again. What can I do to change that?
In ther event, make a second page that is entirely blank, no script, no graphic. Set the prerequisites for that page so it will happen when local switch A is ON. In the original script, at the end, turn local switch A on.
All events have 4 local switches that never change w/o a specific command to do so listed in that event's script, so you can use these switches for treasure chests, townfolk that say a different thing each time, etc. It's one of XP's nicer functions.
So does anyone else have a messed up Actor tab under their database?
TheHonorableRyu
09-16-2005, 04:29 AM
Kickback:
What you have to do is change a "variable." A variable keeps track of a changing value in the game. Think about it: how would the game know that you want an event to cause a message and a battle the first time the player steps on it, but not the second time? Some piece of stored information must change that tells the event not to start up the second time.
Here's what to do. There's a lot of wording here (like trying to explain how to ride a bicycle to someone in writing), but it's actually very easy. :)
1. Event Command--turn Self Switch A to On.
Go into the event that features text and a battle. Beneath those two event commands, insert a new Event Command.
On the top right of the first page of the Event Commands window, you'll see three Event Commands:
Control Switches
Control Variables
Control Self Switch
Select Self Switches and turn Self Switch A to On.
2. Create a new blank Page and set that page's conditions to "Self Switch A is On."
Then go to the main page of your event, and hit "Create New Event Page" near the top-left of the window, to the right of the event name. This will add a new "page" to your event.
On Page 2, find a box marked "Self Switch" in the Conditions window near the upper left side of the screen. A condition is what must be in place for an event to do what's in that page. Check Self Switch, and leave it so that "A" is on.
Then, leave Page 2 of your event blank.
This makes it so that when you first touch the event, the events in Page 1 will occur, because Self Switch A is not on. The player will see a message and fight a battle, then the invisible Self Switch A is turned on. When you touch the event again, Page 2 of the event sees that Self Switch 2 is on, and thus executes the events in Page 2, which is nothing.
The game checks to see if the conditions of the highest-numbered page of the event are met. If the conditions for that page are met, the event commands in that page will executes. If not, the game will check the next highest page in the same way, all the way down to Page 1.
Switches, Variables and Self Switches are essential tools for creating an RPG.
Here's an explanation of what each is best suited for for handling, from the RPGM XP Help file (RPG Maker XP--> Events):
Switch
Data stored as either ON or OFF throughout the game. For example, controls information such as whether a player has received an order to defeat a monster or whether a boss has been defeated.
Variable
Data stored as any integer (maximum 8 numbers long) throughout the game. For example, controls information such as the hero's reputation level or the number of items a player has gathered from around the world and given to a particular person.
Selfswitch
A special switch for individual events. It has no visible effect, but rather is used simply to display the status of a given event. For example, controls information such as whether the player has opened a treasure chest.
So does anyone else have a messed up Actor tab under their database?
:( I don't.
Maybe you could try reinstalling both the RTP and the program?
Do you have scroll bars? What resolution are you running on? Are you running trial or did you buy the full version? I'm still on trial.
TheHonorableRyu
09-16-2005, 04:40 AM
No scroll bars at all on the Actors tab. I'm running 1400 x 1050 (a laptop). Still on Trial.
What the ****? I'm as big as I can go, something like 12xx by 10xx, and it's messed up. I'm almost positive it's nothing to do with screen resolution. It just cuts off the graphs and stuff.
You have all your graphs and such? ****ing blows.
Kickback
09-16-2005, 05:00 AM
Okay. So I'm in the process of figuring out that whole "treasure chest" dibacle. I haven't quite figured out the instructions on how to make the animation occur (show chest opening) ... but I was able to make a trapped chest with an explosion and everything :D
TheHonorableRyu
09-16-2005, 06:00 AM
Kickback, here's one way to do it.
All event movements/graphics changes are handled with Set Move Route on the second page of the event command window.
First, create an event that has a closed chest as its default graphic.
Set the Trigger to Action Button so that the event occurs when the player presses a button while facing it.
Add a new event command into the List of Event Commands. Select Set Move Route from the second page of the Event Commands, and it will take you to a complex-looking window. This is where you will create the chest-opening animation.
The first thing you have to do here is click on the scroll-down menu and set it to This Event (if you don't, by default the actions will affect the player).
Then click Change Graphic in the last column, select a chest graphic sprite set and click on a barely-opened chest frame within that sprite set, (there is a sprite set called "Chest 01", with are four different-colored chests, each with a barely open, halfway opened and completely opened sprites).
Then hit Wait and put in a number for how many frames the event should wait before changing to the third frame of the chest-opening animation. (The game moves at 20 frames per second, so 2-4 is a good number for a fluid motion).
Then change the graphic to a halfway opened chest, add another wait, then change it to the fourth, fully-opened chest graphic, and hit OK once you're done.
At the List of Event Commands, add a "Wait for Move Completion" command if you want the whole animation to complete before your message or whatever event you want to happen oocurs.
Then at the end you can add a message like "You got a potion!" and the event command to actually an add item. When it's all done, Turn Switch A on, and add a Page 2. In page 2 of the main Edit Event window, set the event's graphic to the fully-opened chest, so that it stays opened and nothing happens once you have opened the chest.
tjoris9
09-16-2005, 06:47 AM
IRC, I have the same problem, and I bought the code.
I've restarted my computer, reinstalled XP, and even did a fairly thorough search around the outer edge for a way to extend the window.
I hope there's a fix for this, because otherwise I'm stuck w/ a maximum of 8 playable characters (Not a problem, yet), and a bunch of inaccessible things.
RPG Learner
09-16-2005, 07:02 AM
I'll be downloading this when i get back home from school. i'll checking out for myself but i'll buy it though probably.
marcus
09-16-2005, 08:14 AM
Hey guys, to help ease people into this I'm going to release one of my failed game projects. It's about 30-40 minutes long but I'm going to make it well commented so you can open it and see how it was made.
Also, when I get home from work (I'm at work right now), I'll post the Japanese size fix. Hopefully it works for the U.S. version as well because the same size problem happened in the Jap version.
EDIT: I can't find the font fix (and the only one I did find is user made so I wouldn't trust it) but what is your screen resolution? I set my screen to 800x600 and I can still see more than 3/4 the editor and other screens. My normal resolution is 1280x768 so I never have a problem. Be sure to download the latest version of your graphics card drivers and directx (should be 9.1 or something).
Valkysas
09-16-2005, 10:07 AM
Ah, welcome kickback, glad to have you here! he's a staff member at the transformer site I frequent, tfw2005.com. their site was my inspiration to do the Vbulletin integration here.
RPG Advocate
09-16-2005, 10:12 AM
This is totally cool. I've waited for this day for five years and it's finally here. Phylomortis: Avant-Garde has tons of custom scripts and it transferred over to the English version without problems, so no need to worry about that if you used my patch to create your game.
One thing Enterbrain needs to do is put an English RTP download up on their site like they have with the Japanese version, so people who make games can share them with people who don't have RMXP installed.
The Pavilion community seems pretty skilled. Hopefully now that there's a legal RMXP, you can make some top games. The existing RMXP community has been pretty much overtaken by lame fangames and other crap.
Valkysas
09-16-2005, 10:21 AM
and welcome advocate. before anyone starts screaming "PIRATER" and all that crap, remember that he actually tried to STOP the piracy of XP. it's not his fault the piraters used his english patch.
I'm confident in our members being able to kick some ass with this. almost everything we've made on the console RPG Makers have been original games, and when they do make fan games, they're often done extremely well.
also, a lot of people who have never made their own game are getting into this for the first time now. because they're new, I'm sure are going to be bringing a lot of fresh ideas to the community. if not in their first game, then I'm sure with their later releases. the problem with the current PC RPG Maker community is that for the most part, they're the same people who have been doing in since 2000, and we all know what the 2000 community was like. they all had dragonball Z and pokemon firmly stuck in their asses. just look how often people were screaming for DBZ, pokemon, and final fantasy sprite sheets.
Kickback
09-16-2005, 11:21 AM
I need Lufia sprite sheets! :X
Valkysas
09-16-2005, 11:29 AM
http://forfeit.electromaz.com/
you can download a bunch of lufia sprites there, and then just arrange them into a character sheet like ryu showed on the first page here.
of course, it looks like the fortress of doom sprites would be microscopic with XP's high resolution, so you may want to up-size them, mby turning each individual pixel into a block of four pixels or so. and god, that sounds tedious. it might also make them too big.
ruise of the sinistrals' sprites should be large enough though.
Kickback
09-16-2005, 11:53 AM
Okay. These are my accomplishments so far.
- Successfully created the whole "treasure chest" thing. Thanks a ton THR!
- Successfully created my first "forced" battle by talking to someone who then flashes and becomes a skeleton, with a neat little sound effect
Now, the only thing that I have a problem with is when the character turns in to a skeleton, I play a new BGM other than the map. Now when the event is finished, it continues to play that BGM. Do I need make a new event that switches it back to the map BGM?
Valkysas
09-16-2005, 12:26 PM
just add a command to change the music back at the end of that event.
Pandacon
09-16-2005, 01:00 PM
I downloaded this last night around 1am. Looks really sweet, I made a map that was 500x500, but then decided to go to sleep.
I didn't notice any problem with my actor tab, I'll check it again later though, but I was getting my graphs and everything.
I'm thinking I'll make a couple of small games before I get to doing my main one, since I'm still working on the outline on that game. And also I would like to have a good handle on XP before I get to my main game. But we'll see how it goes.
marcus
09-16-2005, 01:21 PM
Yes. Anytime you play a new bgm or world sound effect it will continue to play until you leave and reenter the map (in which case the default music plays again). I'm almost done with the comments on my little sample game which I'll be posting before I go to work today. Hopefully that will help people out.
Jeroak Nelave
09-16-2005, 02:47 PM
Actually, i just thought about something, i dont know if this will help.
What order did you install the program and then the RTP? I remember back when i first used 2k(before i know it was illegal), you have to install the program first then the RTP, otherwise it would cause glitches and stuff. Maybe try reinsalling and make sure you install XP and then the RTP.
It cant hurt to try.
Edit: i changed the resolution of my computer, and i was still able to get it to work, now youwould have to resize the program window, and then move it, but thats all. not sure if that helps either.
tjoris9
09-16-2005, 02:54 PM
I installed XP, then the RTP, and I got the window problem.
Someone said that it may have something to do with out-of-date video card drivers (See IRC's thread). It's probably the best bet, other than finding a patch for the issue. If Enterbrain had this problem w/ the Japanese XP, then they should have a patch for this soon.
RPG Learner
09-16-2005, 05:58 PM
Whew i've downloades it so are the demos included in this one. if so i would like to try them out first. the customization is quite alot of things to do so i got a bit confushed and uninstalled it but i'll reinstall it when there's more information on how to use it.
Draygone
09-16-2005, 08:49 PM
IRC, can you show a screen of your problem? I'm not exactly sure what your problem is. Though, if I think I'm reading all this right, the database is bigger than your screen allows. I had the same problem myself. I had most of the database screen available for me (I had to move it up as high as I could to read the bottom, and lower the task bar), though the RGSS editor went way too far (something like 8 lines of code below the bottom of the screen).
I won't be getting it just yet. I only just ordered my computer, and then I have to get a net connection. But at least I've already had fun with the Japanese release.
One question, people. Sample games. Yes, or no? (If it's been answered, I haven't seen it yet. I went straight to a XP is out topic and am posting this while supper's already ready.)
MasterSlowPoke
09-16-2005, 09:03 PM
No samples. The help menu is fairly barren, but you can What's This? almost everything.
Also, if you're going to erase something on one of the upper two layers, make sure to use the white block at the very top of the tileset, not just any white block. The others will let you clip over everything.
How do I get doors to swing open?
http://img.photobucket.com/albums/v58/inraged/Actor.gif
Draygone
09-16-2005, 09:31 PM
What in the world...? My problem wasn't anything like that. Strange.
And that's sucky news, SP. No sample games means someone will have to go through the trouble of translating them, and the help menu had a whole lot of Ruby Scripting info in it.
RPG Learner
09-16-2005, 09:55 PM
http://img.photobucket.com/albums/v58/inraged/Actor.gif
Wait try moving the mose until you see an arrouw then strech the screen around that might help i've had problems like this before.
EDIT: It did'nt work and i've did'nt have this proble this is more serious than i though sorry i did'nt help.
Only the first thing I tried.
TheHonorableRyu
09-16-2005, 10:10 PM
IRC, I've done a little searching for fixes for you and tjoris, but all I've found are topics about the problem on other boards (so the problem is fairly frequent), but no definitive answers.
One person claimed that the problem was due to RPGM XP using Fonts that you do not have installed on your comp. He said that you could fix the problem by changing your fonts in Properties-->Appearance-->Font Size. You could try that. :/
Slowpoke, earlier in this topic I gave Kickback instructions on how to animate a chest opening. You can animated doors swinging open by the same method.
Basically in the door event you add a Set Move Route event command, change the effect to This Event in the top left tab. In that window, Change Graphic to the first animation step of the door opening, then select Wait for a few frames (the game runs at 20 frames per second), then Change Graphic to the next animation step, then Wait again; repeat these steps until finished, and click OK.
http://img.photobucket.com/albums/v29/TheHonorableRyu/SetMoveRoute.jpg
As you can see from this menu, you can do all sorts of wacky stuff with Set Move Route.
DarkEpyon
09-16-2005, 10:17 PM
There was some sweet stuff to come down the pike over the past year on the Japanese sites. I look forward to seeing what everyone here can do.
From what I can tell I need a resolution patch. There's one for the japanese version of the game. For now I'm just going to chill and wait to see what come out of enterbrain.
MasterSlowPoke
09-16-2005, 11:25 PM
Opps, I even read that. I must have only picked up the local switches part (totally cool by the way). Thanks.
Why isn't there a main page update about this?
Valkysas
09-16-2005, 11:48 PM
because it's not released by agetec, thus a competing product, and my loyalties arent changing anytime soon.
Dreamknight
09-17-2005, 12:05 AM
How do I get one event to jump to another?
Kickback
09-17-2005, 12:59 AM
How does one set up random encounters? :D
Valkysas
09-17-2005, 01:14 AM
its in the map properties. right click the map (in the map listing) you want to add random encounters to, and select the frequency and the monster groups.
I've gotst a lots to catchs up on...s.
I just got the trial version, don't know if it makes a difference but I got a few questions.
How do I change which keys I want to use in the game. Like, Enter brings the menu up, or Ctrl is cancel, etc.
How do I setup randomn battles
And after winning an event battle, the victory music keeps playing instead of switching to the bgm.
Thanks, sorry if I can't explain things well.
Valkysas
09-17-2005, 02:04 AM
read through this topic, some of those were already answered.
The Dark Jester
09-17-2005, 02:15 AM
I have to sit on the comp tomorrow and play with this noise.
RPG Learner
09-17-2005, 12:43 PM
I've have been having troble placing the map tiles when i have been doing my first map. The Grasslands and when i place the map i see white tiles. did a test play and it looks pretty bad the tiles are black is there a way to fix this?
marcus
09-17-2005, 01:02 PM
There are three layers in the map maker (think of them like making a building). All ground tiles like grass and dirt should be placed on the first layer which acts as the foundation. The second layer is used for objects like boxes, trees, and roofs. The third layer is designed for objects overlapping objects or on top of other objects like a tea pot sitting on a desk (teapot is on the third layer, desk is on the second) or a tree shown in front of another tree.
The white spaces are tiles that haven't been filled in and are thus transparant. Transparant spaces will show whatever panorama you have set in game but if you don't have one, they show up as black ingame. The way to fix this is by making sure you have your entire ground covered up in the first layer.
RPG Learner
09-17-2005, 01:15 PM
"I'd see so i've should've put houses in the 2nd layer and the grass in the first.
marcus
09-17-2005, 01:27 PM
Anything that doesn't have transparancy (go to your options tab and change the transparancy color to something easier to discern like pink or blue) goes on the first layer. Anything with transparency like trees or roofs goes on the second or third layer.
Valkysas
09-17-2005, 02:13 PM
yeah, body of the house goes on first layer, otherwise you're just wasting the potential for detail in the second and third layers.
BeeZee
10-01-2005, 01:30 AM
Being that I've already got the Japanese version with the English patch, on, then I take it that there's no reason to bother with this new download?
Valkysas
10-01-2005, 01:34 AM
no reason at all, unless you REALLY want a good english help file.
BeeZee
10-01-2005, 01:51 AM
This is really frigging awesome. I had no idea that they had any intent of releasing an English version until I read this thread an hour ago.
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