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Some of you may remember this tutorial I posted for XP a while back. I did say I would make a VX Ace version, and I am finally getting around to it, around a year later!
Hey, better late than never, right?
I have also upgraded this system so that it's a little cleaner, and will be changing the XP version to reflect this as well.
What's also awesome about this version is that it has an un-encrypted sample demo for you to open up and explore! I plan to create one with the updated version of the XP tutorial as well.
You must have a basic understanding of events, common events, and switches to understand this tutorial. Read up on those first and then come back if you're new to all that.... don't worry, I'll still be here when you're done!
Now, enough rambling, and onto the tutorial!
1. Create your empty "shell" of a home base. This can suit your game's needs. Mine contains simply an empty room, put items that cannot be upgraded/changed/touched on this map as tiles, if you wish.
2. Now create a new event. This event will be used to trigger the house upgrades, in other words it will be the "catalog" that you buy the items from. Choose a graphic - it can be a housekeeper/person, sparkly thing, book/magazine, anything. I chose a treasure chest for this tutorial. Now click OK - we will come back to this event later.
3. Decide where you want to place your first upgrade/item/whatever. For this tutorial, I'm just going to use an RTP table (the little one tile ones, not autotile). For paintings and other wall decorations/items, you'll want to place them on the wall, other items on the floor, etc... use common sense. Make a new event on this square, and leave it blank. We will come back to it later.
4. Now make a Common Event. Be sure to name it so you don't get confused! (Naming events is a good habit to make anyway). Leave the Trigger to None. Now create a new command to "Control Switches..." and make a new switch, name it after your house upgrade. Click OK, and click OK again. Your common event should now look like this (by the way, you can use regular events instead of common events, I just like to use common events because it allows me more control and such) (sorry for the way this picture and the next came out btw gotta pay more attention when pasting things)
5. Now go back to the blank event we created in Step 3. This will be a 2 page event (or more, depending on how many times you want to upgrade the single item).The first page should be completely blank
The second page should have the tile of the upgrade as your Graphic (in this case, the table) and (THIS IS IMPORTANT) the switch ticked on under "Conditions" on the left. Choose the switch that we made in step 4. If you want to put some functionality to the item (healing/crafting/flavor text), now is the time to do it. (Simply event it as usual, but DO NOT TOUCH that switch condition). Click OK.
NOTES:
- You can use your tileset as an event graphic by scrolling all the way down in the sprites/graphics list. Your tileset (tiles B-D) should be there, marked with a yellow dot.
- For most tiles the player can't walk through, you'll have to add functionality a different way, such as events around the item with conditional branches facing in its direction, etc
- If you have an event that takes up 2 or more tiles (such as the bed), you'll need to create 2 or more copies of these, and put the "pieces" of graphics together like a puzzle.
6. Now go back to the "catalog" event we created in Step 2. You can ask the player what they would like to buy, then state the price. Make a conditional branch that checks for x amount of gold/items, and inside it, call the common event that we created in Step 4. Add flavor text and other possible upgrades to your liking.
7. Annnnnd voila! You have officially created your very first upgradeable/purchasable item. Have fun, and go nuts. If you have any tips on how to expand to this tutorial, or want to show what you've done with it, post below. Would love to hear your input
And of course, as I promised, the (non-RTP, as I assume you already have it if you're looking up a VXAce tutorial) demo
https://drive.google.com/file/d/0B5nhmXwjKbpcVlFBdHFYTWtnR0k/view?usp=sharing
Open it up, explore it, do whatever you want with it, and enjoy
Hopefully this was helpful to someone!
I have also upgraded this system so that it's a little cleaner, and will be changing the XP version to reflect this as well.
You must have a basic understanding of events, common events, and switches to understand this tutorial. Read up on those first and then come back if you're new to all that.... don't worry, I'll still be here when you're done!
Now, enough rambling, and onto the tutorial!
1. Create your empty "shell" of a home base. This can suit your game's needs. Mine contains simply an empty room, put items that cannot be upgraded/changed/touched on this map as tiles, if you wish.
2. Now create a new event. This event will be used to trigger the house upgrades, in other words it will be the "catalog" that you buy the items from. Choose a graphic - it can be a housekeeper/person, sparkly thing, book/magazine, anything. I chose a treasure chest for this tutorial. Now click OK - we will come back to this event later.
3. Decide where you want to place your first upgrade/item/whatever. For this tutorial, I'm just going to use an RTP table (the little one tile ones, not autotile). For paintings and other wall decorations/items, you'll want to place them on the wall, other items on the floor, etc... use common sense. Make a new event on this square, and leave it blank. We will come back to it later.
4. Now make a Common Event. Be sure to name it so you don't get confused! (Naming events is a good habit to make anyway). Leave the Trigger to None. Now create a new command to "Control Switches..." and make a new switch, name it after your house upgrade. Click OK, and click OK again. Your common event should now look like this (by the way, you can use regular events instead of common events, I just like to use common events because it allows me more control and such) (sorry for the way this picture and the next came out btw gotta pay more attention when pasting things)
5. Now go back to the blank event we created in Step 3. This will be a 2 page event (or more, depending on how many times you want to upgrade the single item).The first page should be completely blank
The second page should have the tile of the upgrade as your Graphic (in this case, the table) and (THIS IS IMPORTANT) the switch ticked on under "Conditions" on the left. Choose the switch that we made in step 4. If you want to put some functionality to the item (healing/crafting/flavor text), now is the time to do it. (Simply event it as usual, but DO NOT TOUCH that switch condition). Click OK.
NOTES:
- You can use your tileset as an event graphic by scrolling all the way down in the sprites/graphics list. Your tileset (tiles B-D) should be there, marked with a yellow dot.
- For most tiles the player can't walk through, you'll have to add functionality a different way, such as events around the item with conditional branches facing in its direction, etc
- If you have an event that takes up 2 or more tiles (such as the bed), you'll need to create 2 or more copies of these, and put the "pieces" of graphics together like a puzzle.
6. Now go back to the "catalog" event we created in Step 2. You can ask the player what they would like to buy, then state the price. Make a conditional branch that checks for x amount of gold/items, and inside it, call the common event that we created in Step 4. Add flavor text and other possible upgrades to your liking.
7. Annnnnd voila! You have officially created your very first upgradeable/purchasable item. Have fun, and go nuts. If you have any tips on how to expand to this tutorial, or want to show what you've done with it, post below. Would love to hear your input
And of course, as I promised, the (non-RTP, as I assume you already have it if you're looking up a VXAce tutorial) demo
https://drive.google.com/file/d/0B5nhmXwjKbpcVlFBdHFYTWtnR0k/view?usp=sharing
Open it up, explore it, do whatever you want with it, and enjoy
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