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    HELP!!HELP!!

    i really need help. how do you activate what the character"s stats gain to. Example Bob>strength 13--16(gained 3 strength)-and i want it to keep it that way so that every time he levels up he justs gains 3 to his strength.

    also-How many magic spells do i need to make!!? i made like 10 inflict damage spells. only 1 cure curse spell ect... is this going to not balance!!??

    what editors do i need to use to create the inside of the town and the out???

    following this-WHat menu do i use to make the inside of the towns??and where do i use move location??

    and finally-i want to make a cutscene where my charcters talk outside and transports back to their house.How??
    [example]-bob and jake are outside talking. bob decides to head back home.The screen turns black for a few seconds, and then the screen reappears again back to normal. only this time bob is at home.
    Screenshot Let's Plays


    #2
    Re: HELP!!HELP!!

    how do you activate what the character"s stats gain to. Example Bob>strength 13--16(gained 3 strength)-and i want it to keep it that way so that every time he levels up he justs gains 3 to his strength.
    Um... You pretty much set the person's STR stat to 3 when creating them, and they'll automatically gain 3 points (or 5, or 99) to that stat every time they level up. There's no trick to it.
    How many magic spells do i need to make!!? i made like 10 inflict damage spells. only 1 cure curse spell ect... is this going to not balance!!??l
    Make however many you want, mostly. But if you need some guidelines, give them enough spells to survive. Like maybe at the start they'll have a L1 fire spell, then when that spell becomes weak, give them a L2 fire spell, etc. Same thing with Cure spells. Generally with spells such as Poison, Paralyze, and Scan, you'll only want to create one of those spells. But when it comes to spells that cause damage or heal HP, you'll want to create more than one level of. Maybe each level of spell would be good enough for 5 or 6 levels before they need an upgrade.
    WHat menu do i use to make the inside of the towns??and where do i use move location??
    You want the Dungeon menu. Don't know why they call it that, since it gets used for dungeons as well as towns, castles, and fields (not to be confused with the world map Fields; though you could create your own world map in the Dungeon section if you work at it hard enough). In the Dungeon menu, you'll be given two choices when you start to create a new map: Outside and Inside. Outside is for the paths, outside of buildings, trees, etc. Inside is for inside the buildings and actual caves or dungeons.

    Move Location is the option you want to move the player from one map to another. Generally you use it at the edge of a town when you want to go to a world map, at the door of a building to go inside/outside (note that you have to create an event in both the inside and outside of the building), or between rooms.
    i want to make a cutscene where my charcters talk outside and transports back to their house.How??
    Well I don't know exactly how you want the cutscene to flow, so I'll give a more basic example. Go into the Event menu, and choose the map where you want the cutscene to start.

    Start off by creating an event with its graphic being Jake, placing it where you want the two to talk. Go into one of its submenus where it gives you an empty numbered list. Click on an empty slot (you can only choose the top-most one), and you'll be given a new menu with three pages. You can flip between the pages by pressing left and right on the D-Pad. To get your two characters talking, choose the Message command. It'll give you several options like Event, Player, and so forth. Ignore those, because the option you want is already selected. Choose to start typing the message.

    Use your controller and the onscreen keyboard to type out their conversation. It's a really long process, but unfortunately RPGM1 doesn't have any keyboard support. Don't worry though, as sooner or later you'll get used to it and will start typing at a decent pace. Some more advanced commands when typing, Pressing R1 brings the cursor into the keyboard, pressing R2 brings the cursor into the section where you're typing where you can move the cursor around if you wanted to put in some extra words, pressing [] creates a space. One thing to note, if the word goes past the edge of the box, RPGM1 does not automatically bump the word to the next line. If your word is too long, hit R2, put the cursor at the start of the word, and press [] to add spaces until the word goes to the next line, then put the cursor back at the end of the word to continue typing. I think pressing Triangle switches between caps and lowercase. It'll show all these button commands on the text screen, so refer to those just in case.

    After you're done typing, press Start (I think that's the right button), and it'll give you two options: Update and Exit, and Exit Without Updating. I don't remember the exact wording, but that's close to what it is. Of special importance is that neither of those options save your game onto your memory card. You have to go out beyond the main menu where you have Edit, Memory Card, Import, and Test Play (again, can't remember the exact names) and save it in the Memory Card menu.

    Moving on, after the conversation, go to Switch. Switches are EXTEMELY important when making your game, as they are used to keep track of the player's progress. Make sure to make yourself a list of switches you use and what they do, otherwise you may wind up using a switch that's being used for something else. Anyway, pick an unused switch, and turn it on.

    Next, use a Move Location command. Choose where to go (in this case, Jake's house) and the spot in the house, along with how the screen fades when the transition takes place (black out, white out, black wipe, white wipe).

    Now, back out to the menu where you chose the event's graphic, and press I think Triangle. Choose Add New Page (Back). It'll create a second page for that event. Move to that page by pressing right (if it doesn't automatically bring you to that page). Now at the bottom of the event are six empty slots. Choose one of those slots, and make it if the switch you chose earlier is turned on. This will make it so that the conversation you made won't happen twice in a row. Now, I'm not sure if you want Bob to still be there or not after Jake goes into his house. If you want Bob to still be there, change how the event activates to Check (all events are set to Touch by default), and create a new message like you did earlier with him saying something quick like "Hello. I have nothing else to say." If you don't want Bob to still be there, change his graphic to be nothing. He'll still have his graphic on page 1.

    Now, exit out of the event (making absolute certain that you update when exiting; the other option will pretty much get rid of all that work you just did). Press Triangle. It should bring up a menu with an option called Auto Event. Choose that. An auto event is like a regular event, except you can't choose its graphic, you can only do certain things with them, and they start the moment you enter the map you're in. Now, start off by going into that numerical list like before. Look for an option called Take Over. You want to take over to the first page of the Bob Event. This way, when you enter the map for the first time, the conversation will automatically start, as Take Over literally takes over to the page and event you target.

    Back out of that, and once again create a new page for the auto event. On page 2, choose at the bottom that the switch you chose earlier is on. Once again, this will ensure that the event doesn't activate again the next time you go into the map.

    Back out of the auto event. The last thing you need to do is choose the starting position when the player begins the game. Go next to the Bob event, and press Triangle. Choose an option called I think Start Position. That should create a diamond icon next to Bob's event.

    Here's what should happen when you start the game. You'll start next to Bob. Him and Jake will have a conversation. Then Jake will "warp" into his house. There are some other commands I didn't mention that could spruce things up (such as moving to Jake's front door), but these are the basics.

    Hopefully, you understand a little how to create events. I would recommend trying out all the options you can use for events to see what they do. RPGM1 may seem a little intimidating at first, but once you figure everything out, creating a game on it should become second-nature.

    And finally, welcome to the Pavilion.
    "What if like...there was an exact copy of you somewhere, except they're the opposite gender, like you guys could literally have a freaky friday moment and nothing would change. Imagine the best friendship that could be found there."

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