![]() ![]() You're under no obligation to create an RPG using this engine. You can absolutely make your own Pause / Quit menu, and I'll be b*ggered if you won't also be able to create yor own designated Save points with personal artwork. You can find custom scripts which are easy to import and allow you to bring in a sprite of any size and with as many walking frames and animations as you like, as long as you are okay drawing all the sprites and programming events to manage any specialist controls. There are commands you can enact through Autorun evnts at the very moment the game begins to disable menu access, and you can instead create your own interactive inventory screens (even animated ones, using Move Image commands. Yes, you can make a game in rpgVXA using nothing but your own artwork if you want to. To my knowledge she just wanted to make a personal project. Dunno about my friend's opinion on them except she really likes KH but she doesn't commit much of her time to playing video games. Not sure if you're joking or not but I'd like something with more functionality than paint v If there aren't specified tools for tilesets that are free I might as well use SAI's binary brush and work on a small canvas.Īlso, to be perfectly honest I dunno if I'll try that game, I don't like RPGs that much, they're too combat-focused and repetitive most of the time and anything I made wouldn't even have combat in it or work like an RPG in the traditional sense, I just like not having to program. There are quite alot of templates laying around the internet :) ![]() When you import your tilesets make sure that each square of colour is within 32x32 otherwise you will have half a tile here and only some of the other tile there. When it comes to programes to make tilesets, i would recommend paint :)Īlso long as you know that the programme recognizes and devides the tiles at 32x32 intervals you'll be fine :)Īctors and other event stuff can be much bigger but if your character is bigger, doors and walls will not be so big anymore. To be a little more thorough, I'll show you what each event page looks like.Originally posted by DJ Schmonkey:I would recommend playing Legionwood 2, it's probably one of the best RPGM games out there imo. Here is a screenshot of what it looks like: I just tried it, and it worked exactly the way you said you wanted it to. When you went up the stairs, the switch would be ON, and the bridge would be on the same level as the player, allowing you to walk on it. That way, when you pass down the stairs, the switch would be back off, and the bridge would be above you. When the switch BRIDGE is OFF, I'd have it set to Above Character and have THROUGH checkmarked. When the switch BRIDGE is ON, I'd have a "bridge" made from the tileset crossing the gap I created set to Below Character on priority. That way, if you were to step on the top tile and immediately turn around, it would still turn the switch back off. The bottom event would switch over to Hero Touch, and when you step on it, it would turn the switch BRIDGE to OFF. As a second page for this top event, it'd have no commands, and be accessed when the switch BRIDGE is ON. When you'd step on the top tile, it'd trigger the switch BRIDGE ON. I'd have an event below it that requires the switch named BRIDGE to be set to ON before it could trigger. If there is a stairway leading up to the bridge and is a 1x1 square, I'd have an event there that triggered with a hero touch. Note that there are probably easier or more efficient ways to do it, this is just the way I'd personally do it. ![]() If I were to do this in my game, I would do it through events as well. ![]()
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