Post by Sanji on Oct 30, 2004 19:25:31 GMT -5
Okay, school's been a pain in the ***, so I haven't really been able to write the tutorial, up until now of course. So now, I present to you the third and probably final tutorial in the series. The one you've all been waiting for, the Projectile tutorial!
Okay, for this tutorial, you will need some variables, switches, all that stuff, and of course some sprite sheets.
Okay, so anyways, now that I have your attention, let's make a projectile!
SECTIONS:
Setting up the Coordinates- COORD-1
Shooting the projectile-SHOOT-2
Moving the projectile in a path-MOVE-3
Hit Detection-DETECT-4
The weird things next to the section names are for easier navigation. Simply press ctrl+f, and search for COORD-1, SHOOT-2, MOVE-3, or DETECT-4 to go to that particular section.
______________________________________________
Setting up the coordinates. COORD-1
______________________________________________
This is the most easy step in the tutorial, so if you can't complete this phase, go practice with rm2k3 some more before you try to go on.
______________________________________________
Open a new event, make it's charset the transparent tile, the condition parallel process, event layer below hero, and make it stationary. Then, for the event commands, choose first variable operations/ change variable, and create the the variables enemy x and enemy y(don't do this if you already have variables similar to these). So for the first command, use change variable, or variable operation, whichever you have. Select the variable enemy x, and for the operation, set equal, and under operand, choose the 7th option, select the event you named your enemy, and to the right of it, choose x coordinate. Now repeat this step for the y coordinate, and for the coordinates of the hero, this time using hero x and hero y. Repeat this phase again with the variables projectile x, and projectile y. Now click ok, and you are done with the first phase of the tutorial!
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Shooting the projectile. SHOOT-2.
______________________________________________
If you have made it this far, congratulations. However, you only have one fourth of the tutorial done, so don't relax quite yet, as this section will probably be far more difficult. Once again, if you do not understand this section, please go learn more about rm2k3.
______________________________________________
Create a new event, and call it Shoot Projectile, fire ki, whatever floats your boat. Have the preconditions be:
SWITCH1: <insert attack name here> chosen is ON.
SWITCH2: <insert character name here> chosen is ON.
VARIABLE:IF you have a ki point limit, then have the condition <name of ki variable here> is greater than 9.
Set the events conditions to parallel process, below hero, and make it stationary.
Now for the actual event commands. Open the commands menu, and choose from the third page enter password/key input processing, whatever you have. Click the three black dots to open the variable menu, and create a new variable called fire ki, shoot projectile, whatever. Click OK, and have checked only wait until key is pressed, and have the only box checked cancel key(6). Click OK, and open the event command menu again. This time, do fork condition/ conditional branch. Have Variable chosen, and set it as variable fire ki EQUAL TO 6. Click OK, and then open the command menu again. Now, do switch operations/ change switch on the first page. This step is easy; turn on the switch <attack name here> fired to ON and click OK. Now, do a variable operation/ change variable, whatever you have, and subtract five(5) from the variable you keep your ki points in. Now do move event, hero, and do change sprite, graphic, whatever, to a ki firing pose. Now click ok to get out of the event, make a new event, call it projectile, click ok, go back into the event we've been working on, and open the event commands. From the second page of commands, choose change event location, or something along those lines, and choose to relocate the event projectile. Check the box From variable, and put in the variables you used for your characters coordinates(hero x, y), and click OK. That's all there is to THIS section!
______________________________________________
Moving the projectile in a path. MOVE-3
______________________________________________
HURRAY! You have finished 2 chapters now, and are soon going to begin a third. Remember, again if you will, that if you do not understand this chapter, do not continue, but instead, try to gain more knowledge in the ways of rpgmaker 2003.
______________________________________________
This section is for the image of the projectile, and making it move. Really an easy enough chapter, the only difficulty is the amount of repetition of coding.
Remember that lonely little event we made called projectile a while ago? Well, now it's time to make it's commands. Have the conditions as the following:
SWITCH1: <name of attack here> fired is ON.
SWITCH2: <character name here> selected is ON.
MOVEMENT: Stationary.
EVENT LAYER: Below hero.
CONDITION: Parallel process.
CHARSET: Just have a charset of the attack.
Now that that's settled, time to begin coding the event. Make a conditional branch, and set it to sprite/character hero is facing up. CHECK THE BOTTOM BOX NO MATTER WHAT YOU DO. THIS IS VITAL TO THE EVENTS CODING.
Now, after that, if you have an eight way run system, turn off the switch enabling it so you're character cannot move.
Now do move event, hero, wait, and then move event, this event, Phasing mode ON, move up, move up, move up, move up, Phasing mode off. Now do wait, 5 and in the box type in five(5). Now turn your 8 way run switch back on, the hero back to his or her normal walking graphic, and turn the switch ki fired off. Now, repeat this step for all the other facing directions, and you have finished chapter 3! Hit OK and prepare for the final chapter: collision.
______________________________________________
Hit detection. DETECT-4
______________________________________________
Well, fellow game makers. You have traveled far and wide, slaying the beasts of life left and right, only to be confronted by the meanest, most disgusting, most VILE enemy yet. An ogre, or a dragon perhaps? Maybe it's a nasty little bridge troll? Or, it could be worse. It could be....
CHAPTER 4!!!! AHHHHHHHHHH!.....*cough*
______________________________________________
Okay, so maybe this chapter isn't as hard as I said it'd be. Actually, this is one of the easiest steps yet. Anyways, we shall now begin....CHAPTER 4.
Okay, this chapter is easy enough. Name your event collision detection, whatever. Start out with preconditions:
SWITCH: <attack name here> fired is ON.
CONDITION: Parallel Process.
EVENT LAYER: Below Hero.
EVENT GRAPHIC: Transparent.
Easy enough so far! Now then, for the event commands. First, do a fork option/conditional branch, and choose variable. For the first variable, choose the variable enemy x, the second variable is projectile x, and set the last thing to equal to. Click OK, then open the event commands again, choosing conditional branch/fork option(again). Do the same as last branch, only this time with enemy and projectile y. Now Move the enemy event however you want(back two spaces, whatever) and flash the event red(if you want to.). Now subtract whatever number from the variable you keep your enemies hp in. Finally, turn the switch ki fired off(leave it on if it pierces the enemy), and you have finally created ki firing. Now, make one last event and have it turn on the switch ki blast on or whatever. Now stop bothering me for this tutorial and have fun with this.
Okay, for this tutorial, you will need some variables, switches, all that stuff, and of course some sprite sheets.
Okay, so anyways, now that I have your attention, let's make a projectile!
SECTIONS:
Setting up the Coordinates- COORD-1
Shooting the projectile-SHOOT-2
Moving the projectile in a path-MOVE-3
Hit Detection-DETECT-4
The weird things next to the section names are for easier navigation. Simply press ctrl+f, and search for COORD-1, SHOOT-2, MOVE-3, or DETECT-4 to go to that particular section.
______________________________________________
Setting up the coordinates. COORD-1
______________________________________________
This is the most easy step in the tutorial, so if you can't complete this phase, go practice with rm2k3 some more before you try to go on.
______________________________________________
Open a new event, make it's charset the transparent tile, the condition parallel process, event layer below hero, and make it stationary. Then, for the event commands, choose first variable operations/ change variable, and create the the variables enemy x and enemy y(don't do this if you already have variables similar to these). So for the first command, use change variable, or variable operation, whichever you have. Select the variable enemy x, and for the operation, set equal, and under operand, choose the 7th option, select the event you named your enemy, and to the right of it, choose x coordinate. Now repeat this step for the y coordinate, and for the coordinates of the hero, this time using hero x and hero y. Repeat this phase again with the variables projectile x, and projectile y. Now click ok, and you are done with the first phase of the tutorial!
______________________________________________
Shooting the projectile. SHOOT-2.
______________________________________________
If you have made it this far, congratulations. However, you only have one fourth of the tutorial done, so don't relax quite yet, as this section will probably be far more difficult. Once again, if you do not understand this section, please go learn more about rm2k3.
______________________________________________
Create a new event, and call it Shoot Projectile, fire ki, whatever floats your boat. Have the preconditions be:
SWITCH1: <insert attack name here> chosen is ON.
SWITCH2: <insert character name here> chosen is ON.
VARIABLE:IF you have a ki point limit, then have the condition <name of ki variable here> is greater than 9.
Set the events conditions to parallel process, below hero, and make it stationary.
Now for the actual event commands. Open the commands menu, and choose from the third page enter password/key input processing, whatever you have. Click the three black dots to open the variable menu, and create a new variable called fire ki, shoot projectile, whatever. Click OK, and have checked only wait until key is pressed, and have the only box checked cancel key(6). Click OK, and open the event command menu again. This time, do fork condition/ conditional branch. Have Variable chosen, and set it as variable fire ki EQUAL TO 6. Click OK, and then open the command menu again. Now, do switch operations/ change switch on the first page. This step is easy; turn on the switch <attack name here> fired to ON and click OK. Now, do a variable operation/ change variable, whatever you have, and subtract five(5) from the variable you keep your ki points in. Now do move event, hero, and do change sprite, graphic, whatever, to a ki firing pose. Now click ok to get out of the event, make a new event, call it projectile, click ok, go back into the event we've been working on, and open the event commands. From the second page of commands, choose change event location, or something along those lines, and choose to relocate the event projectile. Check the box From variable, and put in the variables you used for your characters coordinates(hero x, y), and click OK. That's all there is to THIS section!
______________________________________________
Moving the projectile in a path. MOVE-3
______________________________________________
HURRAY! You have finished 2 chapters now, and are soon going to begin a third. Remember, again if you will, that if you do not understand this chapter, do not continue, but instead, try to gain more knowledge in the ways of rpgmaker 2003.
______________________________________________
This section is for the image of the projectile, and making it move. Really an easy enough chapter, the only difficulty is the amount of repetition of coding.
Remember that lonely little event we made called projectile a while ago? Well, now it's time to make it's commands. Have the conditions as the following:
SWITCH1: <name of attack here> fired is ON.
SWITCH2: <character name here> selected is ON.
MOVEMENT: Stationary.
EVENT LAYER: Below hero.
CONDITION: Parallel process.
CHARSET: Just have a charset of the attack.
Now that that's settled, time to begin coding the event. Make a conditional branch, and set it to sprite/character hero is facing up. CHECK THE BOTTOM BOX NO MATTER WHAT YOU DO. THIS IS VITAL TO THE EVENTS CODING.
Now, after that, if you have an eight way run system, turn off the switch enabling it so you're character cannot move.
Now do move event, hero, wait, and then move event, this event, Phasing mode ON, move up, move up, move up, move up, Phasing mode off. Now do wait, 5 and in the box type in five(5). Now turn your 8 way run switch back on, the hero back to his or her normal walking graphic, and turn the switch ki fired off. Now, repeat this step for all the other facing directions, and you have finished chapter 3! Hit OK and prepare for the final chapter: collision.
______________________________________________
Hit detection. DETECT-4
______________________________________________
Well, fellow game makers. You have traveled far and wide, slaying the beasts of life left and right, only to be confronted by the meanest, most disgusting, most VILE enemy yet. An ogre, or a dragon perhaps? Maybe it's a nasty little bridge troll? Or, it could be worse. It could be....
CHAPTER 4!!!! AHHHHHHHHHH!.....*cough*
______________________________________________
Okay, so maybe this chapter isn't as hard as I said it'd be. Actually, this is one of the easiest steps yet. Anyways, we shall now begin....CHAPTER 4.
Okay, this chapter is easy enough. Name your event collision detection, whatever. Start out with preconditions:
SWITCH: <attack name here> fired is ON.
CONDITION: Parallel Process.
EVENT LAYER: Below Hero.
EVENT GRAPHIC: Transparent.
Easy enough so far! Now then, for the event commands. First, do a fork option/conditional branch, and choose variable. For the first variable, choose the variable enemy x, the second variable is projectile x, and set the last thing to equal to. Click OK, then open the event commands again, choosing conditional branch/fork option(again). Do the same as last branch, only this time with enemy and projectile y. Now Move the enemy event however you want(back two spaces, whatever) and flash the event red(if you want to.). Now subtract whatever number from the variable you keep your enemies hp in. Finally, turn the switch ki fired off(leave it on if it pierces the enemy), and you have finally created ki firing. Now, make one last event and have it turn on the switch ki blast on or whatever. Now stop bothering me for this tutorial and have fun with this.