How do you reuse the same map with different events?

Sarafin

Villager
Member
Joined
Aug 9, 2016
Messages
25
Reaction score
1
First Language
English
Primarily Uses
Hey there,


Newcomer to the software here, and I have already jumped right in and watched a bunch of online tutorials to create my first game.  But I can't seem to find any that answer this question: how does one reuse the same map for different events in later scenes?  Perhaps the answer is obvious - I have a feeling it has to do with switches or variables or something, but I'm confused, and have gotten around it by copying and pasting pre-existing maps over and over again into new ones... feels like I shouldn't have to do this?  Also, my list of maps is really disorganized - any way of easily reorganizing everything?  Help!


-Saraƒin
 

BigToastie

Veteran
Veteran
Joined
Apr 2, 2014
Messages
311
Reaction score
162
Primarily Uses
It depends what you are trying to achieve with the event changes.


For me I have an event where a whole village can get burned down if certain events aren't met by the time you get to somewhere.


I have 2 separate maps for this, and the transfer event before transferring checks if a switch is on > go to one map else > go to the other.


If you can tell me what you are trying to do, I can draft a quick demo to show what I mean if you are new to switches and such :)


EDIT: I also find it easier to work on copied maps so when trying to test things, events from 2 different parts of your game aren't getting mixed up, as you could use the same map with lots of switches turning certain events to disappear and others appear, but I feel its a lot quicker and easier to have 2 maps.
 
Last edited by a moderator:

Sarafin

Villager
Member
Joined
Aug 9, 2016
Messages
25
Reaction score
1
First Language
English
Primarily Uses
Thanks for your reply!


My game takes place in a psych hospital - it's based on a comic series I have been working on for many years.  So the characters don't leave certain areas very much, because they are confined.  What I want to do is use the same ward layout for different scenes, so I don't have to keep copying and pasting the same map over and over again.  Let's say... a character is shown the lay of the land with a cut scene.  Then the player has control of the sprite, and moves it around, exploring areas.  Then, if there are battle scene hotspots that weren't there before, how do I program the game to know it doesn't need a new map all over again?  Just an example.  Or is that even possible?  What about side quests?


Sorry if I'm not being very clear - I'm also learning the language of this software right now.  It's slightly difficult to articulate what I'm trying to do, being a beginner to RPG Maker and all.


-Saraƒin
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,367
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
there are two ways to handle that.


First way is to make a copy of the map and redirect the game to the new map after some events. This is the better solution if the map itself has big changes, but it will require a bit of additional logic in the transfer events


Second way is to condition your events on a story counter variable. whenever something in  the story advances, count up the variable and the events conditioned to it change accordingly.


If you're new to the engine, I suggest following the link to the starting point in my signature and work through the tutorials there. That will bring you up to the engine basics as fast as possible.
 

Dad3353

Veteran
Veteran
Joined
Mar 9, 2016
Messages
421
Reaction score
110
First Language
English
Primarily Uses
...how do I program the game to know it doesn't need a new map all over again?  Just an example.  Or is that even possible?  What about side quests?...

...


Second way is to condition your events on a story counter variable. whenever something in  the story advances, count up the variable and the events conditioned to it change accordingly.


If you're new to the engine, I suggest following the link to the starting point in my signature and work through the tutorials there. That will bring you up to the engine basics as fast as possible.


Once one has a decent grasp on the workings of Events, especially the multi-page aspect, this is a very powerful and flexible way of have one Map react to the Game's advancement, which I use (or abuse..? :) ) quite a lot. The recommendation of going through the tutorials is sound advice, and will get you up to speed in the shortest time; it's time well worth investing. Your scenario sounds interesting; the second method mentioned above will probably fit the bill.
 

Sarafin

Villager
Member
Joined
Aug 9, 2016
Messages
25
Reaction score
1
First Language
English
Primarily Uses
Thanks everyone, for your answers!


Yeah, I figured there had to be a more practical way than making new maps all the time.  Andar, I am having trouble finding the link to the tutorials you provide, as I don't see your signature.  Forgive me if it's obvious - I'm also tired right now, from a long day of work and other activities, so if it's in plain site that's my excuse.  xD


Guess I need to look into these variables and what they can do!


-Saraƒin


EDIT:  OOPS - just saw it!  Sorry, ignore me!
 
Last edited by a moderator:

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,367
Reaction score
7,676
First Language
German
Primarily Uses
RMMV
 Andar, I am having trouble finding the link to the tutorials you provide, as I don't see your signature. 
there is a setting in your profile that allows you to hide signatures - check if you set that.


but for a short solution
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,584
Latest member
Faustus2501
Top