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    Tindy
  Sat Aug 22, 2009 1:53 am
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All About
Events


Ah, so you’ve a desire to learn how to make things work, eh? How to make your brave hero complete a puzzle or simply talk to an NPC? Well, you’ve come to the right place – sort of. Since this is in the Beginner’s Lounge I’m assuming that you’re a beginner, or that you want to have a closer look at the stuff you might have glossed over when you yourself were once a beginner. Either way, this guide will focus almost exclusively on only the most simple commands – the necessities to make your game work in the most basic form. I will go over all the commands available to you, but I won’t explain the more difficult ones in depth. There are plenty of tutorials available that explain those.

Let’s start with the event box itself. Next to the Layer buttons in the upper-middle area of your editor window you’ll find a button labeled “events.” Click it. You are now prepared to make an event.

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Double-click or right-click on the map to create a new event. It will automatically bring up a new window, the Event window. Let’s just explore the window itself for now.
In the very upper left corner, you’ll see “New Event – ID: ###.” If this is your first event, it will be event ID 001. Directly below that is an input area. It’s a good idea to get into the habit of labeling your events, especially once you start getting into bigger maps.

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Next to the input area you’ll see five buttons: New Event Page is to create another page in the event (useful for switches), Copy Event Page is to copy what you have on the current page (useful for variables and conditional branches), Paste Event Page, Delete Event Page, and Clear Event Page, obviously to clear whatever you have on the current page.

On the left-hand side of the window is a box with many commands. Don’t let this scare you – it’s both very easy and very essential to learn what the commands on this side do. The topmost box is labeled “Conditions.” This is what, if anything, needs to happen before the current event page can occur. You can have up to two outside switches, one self-switch, and one variable happen before the action in the current event. Generally, however, one is sufficient.

A Self-Switch is used within a single event to link pages together. Say there’s a door: One event page will open it; you’ll need a self-switch to create another page which allows the character to actually pass through it, as well as closing it on command.

Below the Conditions box you’ll see an empty area labeled “Graphic.” Double clicking this box allows you to choose what, if any, sprite sheet you want to use for the event.

Next to that is “Autonomous Movement.” Now what does that mean? This is very important! This allows your NPCs to wander about autonomously, your pirates to pace, your bunnies to scamper. There is a drop-down selector labeled “Type”: if you select Fixed, your event will stay in one place. You’ll probably want to use this for events that change screen tone, track variables, et cetera. Random will allow the character to move wherever the processor feels like it. You might want to use this within houses and shops and basically with any NPC that you don’t terribly care where they go. Selecting Approach will make the NPC approach and hound your hero. Custom is a different animal – you’ll be able to create, and loop, a custom movement for your event. So if you want your pirate to pace, this is the option you’ll want to choose. Create the Move Route by clicking the button right below the drop-down menu.

Below that you’ll find two more drop-down lists labeled Speed and Frequency. Speed, of course, is how fast your character will go, but what is Frequency all about? That’s how often your character will actually move. A higher frequency will produce more fluid movement. Having a high speed and frequency, I’ve found, is the best choice for moving things like fountains. But be careful! Fountains (and things) will look VERY STRANGE if you give them autonomous movement! They’ll be moving all over the place!

Now turn your attention to the lower left, below the Graphic box. You’re looking at the Options menu, and this is quite possibly the most important thing found here! Now, look through the list. Move Animation is obvious enough – it tells the processor that whenever your event moves to the left or right or up or down or sideways or backways or anything that it is supposed to use frames of animation so it looks like it’s actually walking and not sliding all over the place. By unchecking this, your event will, as stated, move around like a block of ice. It’s useful for crate-pushing puzzles.

Stop Animation confuses a lot of people. It does NOT prevent movement from happening – as stated, you do that by unchecking Move Animation. Stop Animation, on the other hand, tells the processor to animate your event when it’s not moving. This is what you’ll want to check for fountains, and it will create Chrono Trigger-like movement in NPCs.

Direction Fix tells the processor that your event is not to be able to turn. You’ll want to check this for things like signs – otherwise, trying to interact with it will cause it to “turn” to you, and change graphics.

Through makes your event walk-through-able. Use this for open doorways, rainbows, light effects, stuff like that. Note that if a Through event is over an impassable tile, it will still be impassable. Events cannot walk across each other unless one is Through.

Always on Top puts your event on a higher plane than your character – your character will appear to walk under or behind it. Events are stacked based on ID number, though Always on Top takes priority.

Next to that you’ll see a box labeled “Trigger.” This is what makes the event actually start. By making the trigger Action Button, you’ll start the event by go up to the event and pressing Enter or V. Player Touch starts the event when you walk your Hero into the event, and Event Touch, nearly the same thing, makes it start when the event makes contact with the player (such as when an enemy chases and catches you). Autorun tells the processor to start it automatically, but be careful – if you don’t add a self-switch or “Erase Event[/i] to the end of whatever you’re trying to do, it will freeze your game! Parallel Process is almost the same as Autorun, but it taxes the game more as it will automatically cycle itself. Don’t use this for things you want to automatically happen once.

Obviously the only thing left in the window is your List of Event Commands. It’s currently big and white and barren, eh? But once you really start eventing, that window will fill up pretty fast. Double click in that field and you’ll bring up a new, smaller window.

Woo. Three full pages of commands. Let’s take this one at a time, shall we? I’ll just make a list. Items that are bolded are items that you should really learn how to use; others are for more specific usage and possibly not noob-friendly.

Page One


Page Two


Page Three

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Last edited by regi on Fri Nov 26, 2010 6:51 am, edited 1 time in total.
minor corrections


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    regi
  Fri Nov 26, 2010 6:31 am
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This is an excellent, informative post about events; can't believe it's gone unnoticed for so long. I'm stickying this. If you're new, give it a read, it's quite helpful!

If you're confused about a specific event command, open up the spoilers and hit Ctrl-F to find it.


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