View Full Version : PROGRESS LOG. O-M-G.
Pandable
10-10-2006, 05:50 AM
Half in an attempt to get people excited, half in an attempt to keep myself on track, I present to you an Anormia: Paradise Rising progress log.
Not a whole lot has been done on the game since the move to RM2, but I finally have time to work on it again, so i'm starting this topic.
Accomplishments prior to today:
- All PC and major NPC character models created
- All enemies and bosses planned out and models created for them, for the first quarter of the game (up to the end of the demo)
- Part of first area constructed.
- Intro scene scripted.
Today:
-All areas constructed in first (of four or five main dungeons in the demo) dungeon. Dungeon used in the broader RPG sense of place you have to explore, not in the RM2 sense of a single map.
- Some objects placed in dungeon.
- Current mood: Irked that I can't find a way to make a title screen.
Time spent working on Anormia today: 3 and a half hours.
What we're shooting for tomorrow:
- Finish putting objects in the first dungeon.
- Script at least the first half of the dungeon, up to the Save Point.
- Create statistics for main character and the enemies/boss of first dungeon, and balance them.
I'm hoping a demo of this will be done by new year's.
Phoenix
10-10-2006, 11:20 PM
*clap*
KumoShinagi
10-11-2006, 02:33 PM
Today:
- Current mood: Irked that I can't find a way to make a title screen.
If you need some help with that, I can take a look at my scripts for my title screen and give your directions on how to make one.
It's fairly easy to implement, just takes some trial and error. :)
Pandable
10-11-2006, 03:05 PM
That would seriously rock, dude.
KumoShinagi
10-11-2006, 03:44 PM
Alright, I'll take a look at my stuff later today and I'll try and compile some step by step instructions. Hopefully I'll post it later today or sometime tomorrow.
Pandable
10-11-2006, 04:01 PM
Thanks, man.
At this rate you're going to go in the credits as part of the production team. :lol
KumoShinagi
10-12-2006, 10:05 PM
I promised I'd have it by today. :)
How to Make a Title Screen for RPG Maker 2
By KumoShinagi
To do this, you need your game started on Normal Mode, then switched to Hard Mode,
just for ease.
Creating the Title Screen:
1. Make 3 flags, name them "Title Screen", "New Game" and "Current Game".
I placed mine near the 900 range (987-989) to keep them out of the way for
future flags.
2. Make a Dark Dungoen for the title screen. On the custom tab set the Backgroud's
"Clear" and "Cloudy" settings to black. Leave the effect page alone.
3. Locate these events: "Enter Map" and "Exit Map. Make a new page in each of them
and set the new page conditions for the flag "Title Screen" and set it to "off".
4. Head over to Graphics>World Organization and make a new place. Name it "Title Screen".
Assign it the dungeon you just created then close it, we'll come back to it in a bit.
5. Go to the Scripts and you're gonna create 3 scripts. Name them "Start Game", "Start
Game 2" and "Title Screen".
6. Put this is "Start Game":
Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
Other: Wait 10
Teleport: Warp [Title Screen] (16, 16, ±0)
Exit out.
7. Put this in "Start Game 2":
Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
Teleport: Warp [Title Screen] (16, 16, ±0)
Exit out.
8. Now head to Events, go to "Enter Map" and go to the second page, click one the "Apply"
spot and select the script "Start Game". Save your Changes. Go to "Exit Map", do the same thing
execpt select "Start Game 2".
9. Make a new event, name it "Title Screen". Make sure you set it as a "System" type event.
Hit "Apply" and select the script "Title Screen".
10. Go back to World Organization and select "Title Screen". Head to the "Script" tab
and select the spot where it says "Enter Map". Now select the event, "Title Screen". Save
your changes and exit out.
11. Go back to the script "Title Screen" and put this in:
Screen Effect: Color= Black, Black, Black, Black Trans=0% 1F
Script Control: Apply Together
Party: Display: Hide Party
Party: Direction Change(Leader) S 0F
Camera: Rotate (N ) 0F
Camera: Vertical Angle=+ 15° 0F
Script Control: Apply in Order
Now the rest is up to you.
"But Kumo, what do we do about the other two flags?"
You use them to track and monitor the game's status.
I'll give an example:
#When a New Game is started
Script Branch: Condition: Flag [New Game] Off
Multiple Choice: Start Game, Exit Game
Condition: Variable [User Choice] = +1
Data: Flag: [New Game] On
Data: Flag: [Current Game] On
Data: Flag: [Title Screen] On
Condition end
Condition: Variable [User Choice] = +2
Other: Finish Game
Condition end
#When a game is continued
Script Branch: Condition: Flag [New Game] On
Multiple Choice: Continue Game, Exit Game
Condition: Variable [User Choice] = +1
Data: Flag: [New Game] On
Data: Flag: [Current Game] On
Data: Flag: [Title Screen] On
Condition end
Condition: Variable [User Choice] = +2
Other: Finish Game
Condition end
Useage:
Place this, [Data: Flag: [Title Screen] Off] before "Other: Show New Save Window" in your scripts to
send your player to the title screen when he/she loads the game again.
Example:
Data: Flag: [Title Screen] Off
Other: Show Save Window
Data: Flag: [Title Screen] On
That ends this tutorial!
Pandable
10-12-2006, 10:08 PM
Welcome to the credit roll. :3
Thank you SO much. Seriously.
KumoShinagi
10-12-2006, 10:13 PM
No problem, if you're having problems getting it to work, you can always send me your game file, and I can check it out and fix anything wrong. I'll even leave comments to help useage.
Pandable
10-12-2006, 10:20 PM
I doubt it'll get to that point, but it may. I haven't messed with an RPGM in a couple years x.x
I need a max drive anyway, but I gotta get one sooner or later.
KumoShinagi
10-14-2006, 07:03 PM
Look at my post again, I made an error and updated the useage.
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