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RPG Maker 3 - Tricks To Spice up your game

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    #31
    Re: RPG Maker 3 - Tricks To Spice up your game

    lol, do they have a suggestion box?
    I know some of you don't like it, Personally it was my first introduction into the series. I appreciate it's ease of use. But I really do wish it did not have all the limitations. My biggest ***** about the program is not being able to have a troll for the main character. I like monsters. I don't really care for humans so much. I really hope they put another version of this to the US. That has the prettyness of this version, but with the options of rpgm2.

    Originally posted by JPS Innovations View Post
    too bad they dont have a RPGM3 logo, we can burn that

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      #32
      Re: RPG Maker 3 - Tricks To Spice up your game

      Yea it would have been nice if they put more non-human characters in but Im happy with the game overall even with the limitations

      Makes me wonder...

      Everyone complains about the games limitations but they keep playing it?(not towards you calvin, Im talking about some people who ive seen complain about it ALL the time)

      Its like talking about how Dr. Pepper has a bad aftertaste...only to go to the store a few hours later and buy one, you have hundreds of other drinks to buy, why something you dont like? Just like RPGM3, you have hundreds of other games to buy, why not play those?

      Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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        #33
        Re: RPG Maker 3 - Tricks To Spice up your game

        With any game folks might "wish" they could do something else in the game. A race game you might say... I wish I could go through the fence and take a shortcut. An adventure game you might say, I wish I could get on the top of that cliff and jump off. It's just a complaint. Me, "I wish" I could have monster characters. If they had monster charcters "my wish" would probably be something else.
        I certainly look forward to being able to download some of the games here, and learning more. I would hope that when I am able to upload my game here that folks will offer some constructive critisizm. The idea of making a story my own is just "fun". I don't have any complaints really, except I would like to use monster models for characters. Hopefully they will let you in new version of the game somewhere down the road.


        Originally posted by JPS Innovations View Post
        Its like talking about how Dr. Pepper has a bad aftertaste...only to go to the store a few hours later and buy one, you have hundreds of other drinks to buy, why something you dont like? Just like RPGM3, you have hundreds of other games to buy, why not play those?

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          #34
          Re: RPG Maker 3 - Tricks To Spice up your game

          So, does anyone have any ideas for other tricks or workarounds you'd like to post? Please feel free. Let's not have this Tricks thread turn into another complaint thread please. Thank you.
          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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            #35
            Re: RPG Maker 3 - Tricks To Spice up your game

            I just made a topic on the forum but I think it will fit nice in here also

            Walking on the waters edge:
            In V-Mode with water level at "Normal"

            Water Forms:Z-Axis 78
            Unwalkable Shoreline:Z-Axis 80
            Walkable Land: Z-Axis 82


            That will allow you to walk right onto the waters edge

            Sorry Pagerron for getting off topic

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

            Comment


              #36
              Re: RPG Maker 3 - Tricks To Spice up your game

              I've been thinking about this for a while, and I may have an extended list for this trick, but I thought it was cool. This expands on the invisable event trick.

              Making Your Own Library : AKA Open and Closed book.

              This is a trick to make a book open and close on a table.

              You will need three events for this, we shall call them "ClosedBook" "OpenBook" and "CloseAll"

              Place your "CloseAll" Somewhere off in a corner. I made it a plant, 'cause it looks cooler and doesn't waste a decorative display. In this event, I gave it 2 modes.

              Mode 1 (AutoMode)- Turn Decorative Display Off : "OpenBook"
              Modify Mode - "CloseAll" to Mode 2
              Mode 2 (ButtonMode)- Display - Message "Hey, look, a plant(ectect)

              Then we need to do some fancy footwork. Make "OpenBook" a invisable event, and "ClosedBook" the Desk 4 Graphic - Book 1 Closed. Position "ClosedBook" Where you want it and then place "OpenBook" DIRECTLY on it. I can't stress this enough. You are going to have to be precise- Use the X, Y, Z Coridinates in the upper right corner of the layout to get it close. Now, edit the "OpenBook" Event.

              Change the "OpenBook" Event graphic to Desk 4 - Book 1 Open. Click over to the Modes and Make 2 Modes, both Button Activated. Then, make the mode lists for the following:

              Mode 1 - Turn on Decorative Display - OpenBook
              Turn off Decorative Display - ClosedBook
              Modify Mode - OpenBook Mode 2

              Mode 2 - Turn on Decorative Display - ClosedBook
              Turn off Decorative Display - OpenBook
              Modify Mode - OpenBook Mode 1

              Test It... You should have a seemless opening and closing book.

              NOTE - The graphics and desks can change for this...you just have to remember to use the same base and the same book type in order for it to look right. For example, you can use Book 2 or Desk 1 for BOTH of the events, but it will look odd if you choose Book 2 on Desk 1 for "OpenBook" and then Book1 on Desk4 for "ClosedBook".


              You can also change the messages and add chapters to the books, but I have yet to work out the Event Script for this. I'll post again when I get it.

              Edot - Can we sticky this topic? It took me forever to find it, and I think it's really helpful!
              Last edited by Libby; 01-10-2007, 12:38 AM.

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                #37
                Re: RPG Maker 3 - Tricks To Spice up your game

                ^
                THAT IS AWESOME....
                I've been lamenting the lack of 'play animation' codes for books, and that looks like it will work like a charm! Thanks!

                Oh, and sorry to post off-topic, but for what it's worth...I LOVE RM3...I LOVE IT. I do get frustrated with it at times, but I get that way with 1 & 2 also. I'm sorry if I get a bit negative about 3 at times, but all parents ***** about their kids...it doesn't mean they don't love them.

                Comment


                  #38
                  Re: RPG Maker 3 - Tricks To Spice up your game

                  Wow Libra in Red! Thanks so much for this addition. That really is a cool workaround. And the fact that this can be used with pedestals too is great. Awesome! I've added it to the first post too as #12. Sweet!

                  Also added #10 (by Hitogoroshi) and #11 (by Vonwert) with their permission.
                  " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

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                    #39
                    Re: RPG Maker 3 - Tricks To Spice up your game

                    Here's a simple one. In fact I'm surprised it's not on here already.
                    EDIT: Thanks for catching my mistake, Page. Here's the fixed version. Just need to add a flag.

                    Day Counter

                    Using 2 variables
                    VarA = variable that holds number of days
                    VarB = "flag" variable

                    Make an invisible auto event with two modes.

                    Mode 1
                    Condition:
                    Time = Specified Value - Morning
                    Value = Specified Value - VarB = 0

                    Event Code:
                    Increase VarA by 1
                    Increase VarB by 1
                    Add Mode

                    Mode 2
                    Condition:
                    Time != Specified Value - Morning

                    Event Code:
                    Decrease VarB by 1
                    Subtract Mode

                    This increments the variable whenever a new morning starts. I think it's best to have this event in every field and town. You don't have to worry about putting it into buildings and dungeons unless you think the player might be in there long enough to completely miss a morning.

                    If you wanted to get really complicated you could count weeks, months, etc by having the event increment a week variable when VarA equals 7. Then modify VarA to 0 to start counting the next week and so on.
                    ----------------------
                    This goes well with that season changing trick.
                    Last edited by DarkwingChuck; 01-10-2007, 11:46 PM.
                    I want that Mulan McNugget sauce, Morty!

                    Comment


                      #40
                      Re: RPG Maker 3 - Tricks To Spice up your game

                      Simple, yes, but looks quite effective. The best ones (tricks) are the ones that are short and sweet. Nice!! I've added it as lucky number 13.

                      EDIT:
                      Since we don't use flags in RPG Maker 3, I've modified the first post in this thread to give one possible way to do this - adding a mode to each and every other auto event that's been created for the "day counter" in every field and town.

                      Feel free, ChuckRich, to post any modifications you'd like me to make and I'll be glad to do it. Thanks again for posting man.
                      Last edited by Pagerron; 01-10-2007, 11:31 PM.
                      " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                      Comment


                        #41
                        Re: RPG Maker 3 - Tricks To Spice up your game

                        I thought of doing it that way too but I figured there had to be an easier way and I realized it was easier with a flag. I think my use of the word flag confused you though. It's just a second variable but I'm using it as a flag by only setting it to 1 or 0. Try what I posted above using any variable for flag and it should work. I guess I should just call it VariableA and VariableB so it's more understandable.
                        Last edited by DarkwingChuck; 01-10-2007, 11:47 PM.
                        I want that Mulan McNugget sauce, Morty!

                        Comment


                          #42
                          Re: RPG Maker 3 - Tricks To Spice up your game

                          Oh, okay. I'll modify the first post to reflect that you're adjusting two variables then. Okay, cool.
                          " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                          Comment


                            #43
                            How to track gold from random encounters

                            1 - Select a variable to be your 'gold' variable.
                            2 - Select a battle PARTY that you've already made, and make a note of the amount of gold the party drops upon defeat.
                            3 - Make a treasure item (we'll call it the 'Red Coin Pouch' just for example).
                            4 - Set the enemy party in question to drop the red coin pouch ALWAYS.
                            5 - Create an invisible event that:

                            A) Requires the red coin pouch to activate, and set it to auto-run,
                            B) Increases the gold variable by the same amount that the party drops, and
                            C) Removes the red coin pouch treasure item.

                            6 - Place this invisible auto event in the area(s) where the enemy party is encountered.

                            DO NOT use any 'display OFF' codes! Once the treasure is removed, the event will 'reset' without triggering any loop traps.

                            Now...when you defeat the battle party, it will drop the red coin pouch. The auto event detects it, runs the scripts (including the variable increase), removes the coin pouch, and resets itself for the next encounter.


                            You can use this same idea to do anything that an event can do...including teaching characters enemy skills (a-la blue mage).

                            Comment


                              #44
                              Re: How to track gold from random encounters

                              That's pretty cool Obright. I can already think of some ways I'd like to use that.
                              I want that Mulan McNugget sauce, Morty!

                              Comment


                                #45
                                Re: RPG Maker 3 - Tricks To Spice up your game

                                Hey Obright,
                                That's another easy, yet oh so helpful, one for sure. Being able to track your gold even with random battles is definitely a cool feature. Nice job! I'd wanted to be able to sell treasure items in a store, but with the default store it wasn't possible. With this, of course, creating a custom store would be easy enough.
                                Last edited by Pagerron; 01-11-2007, 04:09 PM.
                                " I am the way, the truth, and the life. No one comes to the Father but by me. " - Jesus

                                Comment

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