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xzanabarx

Some Questions

Question

I have a few questions about things I want to do in my game. I want to know if they are possible to do and if anyone can post a quick crash course on them or send me to a tutorial it would be awesome.

 

1.) How would I make a shop-keeper who is behind the counter walk towards the back and "retrieve" the item I purchased? I tried setting a move route after the Shop Process was completed but they still walk back even if I cancel. I couldn't see anything within a conditional branch that would allow me to do this or anything that says "end process".

 

2.) How many switches can one have per game? I've added several chests in my game and I find myself making a new switch for each chest because if I use one that has already been used the other chest using the same switch will open at the same time. Also, how many self switches can I use? And would they affect any other instance of a self-switch that has been used?

 

3.) Is there any possible way to configure the game to use custom keys, such as M to display a map and Q to display a quests menu? I've hit F1 during the playtest and I just see several keys with the options A, B, C and so on? What do these mean? I've figured out that C is the action button, but what about the rest?

 

4.) How would I export the actual game file so I can send it to friends, family, etc. when the game is ready to be played by others? Do they have to have RMXP installed on their PCs or is there a way to just export the actual .exe files? Is the .rxproj file necessary for the game to be played? (I know that programs on Windows install the audio, graphics and data in the background and access all that when the program is run)

 

5.) How would I make the following quests:

 


  •  
  • Item Retrieval
  • Killing a certain amount of Monsters
  • Leading someone through a dangerous place
  • Item delivery
     
    Thank you very much in advance! :)

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I'll explain how to do each of your points just keep in mind some of them can be done different ways. Also I might be wrong on some manners just send me a message if you still cant get it to work.

1. The reason your shop keeper isn't working is because you have the shop processing then the move route I'm guessing. One way to do what you want is to get rid of the shop processing all together and just do something like this:

Show Text

Show Choice: to show choices of different things they can buy

Conditional Branch: for gold the actor needs to have for a specific item

Set Move Route for the shop keeper to go back and get the item then back to you

Change Item,weapon,armor: to give them what they bought

And set the event for this on the counter so when you talk to the counter it just makes it look like the shopkeeper.

2.You can have a total of 999 switches from what I believe also it is easier if you just use self switches for chests because you can have unlimited basically

3. Under conditional branches on the last page there is a button is pressed feature.

4. Use the Compress game data under file

5. Item Retrieval: Change items on a certain event. Killing a certain amount of monsters: Use a variable for the certain monster and set an event so when you have the variable at a certain number it triggers the event. Leading someone through a dangerous place: have the person set to follow the player. Item deliver: Set a conditional branch for when the actor has the item it triggers the event.

Hope That Helps!

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How would I make a message appear every time the player enters a certain place from outside and only outside, such as a message showing the name of a shop or inn.

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How would I make a message appear every time the player enters a certain place from outside and only outside, such as a message showing the name of a shop or inn.

Put a event with a message and set it to parallel process so every time they go to a certain area it will always pop up.

For what you want just make the message appear on the same event for transportation.

Edited by Dragon324

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with the whole shop processing thing, you could also do this:

 

instead of just having a choice for every item, the first thing you can have for the AI interaction would be a show choice.

 

Shop, Cancel

 

when shop shows shop processing -- as well as your walking to the back.

 

it's less likely that the person will cancel out at the 2nd stage, but also brings to mind about canceling at the shop window.

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with the whole shop processing thing, you could also do this:

 

instead of just having a choice for every item, the first thing you can have for the AI interaction would be a show choice.

 

Shop, Cancel

 

when shop shows shop processing -- as well as your walking to the back.

 

it's less likely that the person will cancel out at the 2nd stage, but also brings to mind about canceling at the shop window.

 

Here's what I have for the Shop/Hotel:

 

HotelClerk-Shop.png

 

HotelClerk-Shop2.png

 

Where would I add the command so that the clerk walks to the back and "retrieves" the item? I pretty much have the Shop, Cancel commands in there, as well as a choice to stay at the hotel.

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After shop processing:potion

 

this way, after the processing -- the set move rout for the event will set-in

 

now just because i've gotten use to do this, i'd add a "wait: 1 frame" between the npc movement and the shop processing. Or even 5 -- something to make it seem less rushed after the shop window close.

 

 

hope this helps.

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After shop processing:potion

 

this way, after the processing -- the set move rout for the event will set-in

 

now just because i've gotten use to do this, i'd add a "wait: 1 frame" between the npc movement and the shop processing. Or even 5 -- something to make it seem less rushed after the shop window close.

 

 

hope this helps.

 

The move route set works, but if I go into the shop processing and just hit Exit, the clerk still walks to the back and comes back and says "Here you go". I want to be able to have the player buy something and then have the clerk go back and basically nullify the move route if they press Exit without buying anything.

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