New to RPGM VX Ace

ravenpanther

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OK I am so new to this program, it is not funny. I installed it, and it works, thank goodness.  Now I went to look for information upon a few things and I will list them below.....

1) Auto map making (one of the things that made me buy this product for practicing different things before actually trying to make a full game).

2) The Victor scripts that are available, ummm... WHERE do I put them, and Where is the actual file to put them in the folder!? I am really confused upon this. If I can learn how to do this first step, maybe I can do the rest of the scripts I am HOPING to use in my game after doing a million and a half tests on it.

Well, I guess this will be enough because once I learn how to install the scripts the RIGHT way, I will be able to install any others I will need, or want.
 

Greenhorn

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2) Press F12 in your project or just click on the Script-button to open the script editor. Now just copy and paste your scripts in the material sections. Right click to add new scripts.
 

mlogan

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1. What do you mean by auto map making? There are sample maps you can load, but otherwise, you have to use the available graphics (or import new ones) in order to make a map yourself. I suppose you can also use the dungeon generator

2. For scripts, you need to go into the script editor in the tools menu and insert them yourself. Most scripts have instructions on where to put it, but you have to copy the text of the script and paste it into the editor.

Really though, if you are not even sure how to make a map, I would take some time to get to know the program and the basics such as eventing before jumping into scripts.
 

Kes

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When you are very new to the program I think the last place to start is the script editor.

Could I suggest you look at Andar's excellent thread which you can find here: http://forums.rpgmakerweb.com/index.php?/topic/14727-a-starting-point-for-new-users-v08/?hl=+starting%20+point%20+users  It is full of really helpful stuff for when you are just starting.  Time spent working through this is well worth it as it will save you a ton of time and frustration.  You will save time in the long run.
 

Zoltor

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"When you are very new to the program I think the last place to start is the script editor."

Truer words have never been spoken.

To OP: You should be first, familiarizing your self with the database, the event command options(and how each one functions), how the map making utility works, ect, then perhaps check out some tutorials in the forums.

After that just jump in trying to do things(RPG Maker really is one of those programs that are easier to learn with a hands on approach,)

What ever you do, unless you are use to dealing with scripts, never edit the default script in RPG Maker, if you don't know exactly waht you are looking at, you can seriously break your game.

Custom made scripts around the net, and this site, are generally made to override or add to the default script, so the odds are pretty high you wont have to edit any of those(in otherwords, keep your hands off, unless you know exactly what you're doing).

As for adding scripts, don't worry about that for now, just spend lots of time learning how to put events together, and stuff(many things, even the more complex things can be done without scripts, just by how they utilize/string together the event commands).
 

ravenpanther

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OK Maybe I said that wrong about being that "new". As I HAVE worked with RPGMaker 2000(PS version), 2003 (PS version), RPGMaker XP (Duh! PC version! LOL) also.  So I have SOME insight as to how SOME things work, but I am just not understanding some of the NEW aspects of this version of the program.  And As Victor had said in some other forum (but on this forum site), a simple copy and paste will NOT work for all of the scripts.  Which is WHY I was asking this question to begin with.
Oh and with the map stuff, it was advertised for making random maps also.  hmmmm... Maybe I misread the advertisement or something? LOL Oh well, but even still, I have a lot to learn, and I will probly have a million questions asking for help.  Please be patient with me, as it has been about 8 years since I have done ANY kind of project, due to be a technician working with computers all the time. LOL 
 
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Zoltor

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OK Maybe I said that wrong about being that "new". As I HAVE worked with RPGMaker 2000(PS version), 2003 (PS version), RPGMaker XP (Duh! PC version! LOL) also.  So I have SOME insight as to how SOME things work, but I am just not understanding some of the NEW aspects of this version of the program.  And As Victor had said in some other forum (but on this forum site), a simple copy and paste will NOT work for all of the scripts.  Which is WHY I was asking this question to begin with.

Oh and with the map stuff, it was advertised for making random maps also.  hmmmm... Maybe I misread the advertisement or something? LOL Oh well, but even still, I have a lot to learn, and I will probly have a million questions asking for help.  Please be patient with me, as it has been about 8 years since I have done ANY kind of project, due to be a technician working with computers all the time. LOL 
Moving from XP-to VX Ace, that explains why you're confused(RPG Maker XP is weird). You're better off thinking of this like RPG Maker 2k with a vastly improved mapping system, the ability to import your own stuff, and the ability to add scripts then trying to compare this to XP

I haven't seen his actual statement, but odds are he's talking about the need to use notetags in the database(where items, spells and armors are), and Call prc or whatnot in the scripting event command, you would have to read the readme file for each of his scripts, to know how to use them(not all are just plug, and play).
 
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Andar

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it was advertised for making random maps also.
Right-click into the map name tree, one of the options in the context menu is the dungeon generator.
It only works with large maps and you'll need to fill them yourself.


Most people don't use it because of it's limitations


There is also a script for random dungeon generation on the master script list, but I believe that still has a few bugs in it - you can try it out yourself.
 

Tommy Gun

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 And As Victor had said in some other forum (but on this forum site), a simple copy and paste will NOT work for all of the scripts.  
To add to what Zoltor said, ALL scripts first need to be copy and pasted into the script editor. For simple things like a "word wrap" script, that might be all you need to do. Most scripts also have a configuration section at the top of the script, so you can turn features on and off.

Others, like ones you might be talking about, require you to add things outside the script, like "notetags." For instance, there's an inventory script that lets you categorize items, but the only way for that to work is if you add a notetag to each item in the database, noting which category you want the item in.
 

Zoltor

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To add to what Zoltor said, ALL scripts first need to be copy and pasted into the script editor. For simple things like a "word wrap" script, that might be all you need to do. Most scripts also have a configuration section at the top of the script, so you can turn features on and off.

Others, like ones you might be talking about, require you to add things outside the script, like "notetags." For instance, there's an inventory script that lets you categorize items, but the only way for that to work is if you add a notetag to each item in the database, noting which category you want the item in.
Lol to add even more to this, do note, that evidently "all" custom scripts(aka anything that didn't come already in RPG Maker) needs to be pasted into the Materials section of the script list, in the script editor, nomatter what kind of script It's suppose to be.
 
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Tommy Gun

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What? I can't understand that sentence.  :p  Did you mean to say "do not"? Are you disagreeing with me?
 

Zoltor

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What? I can't understand that sentence.  :p  Did you mean to say "do not"? Are you disagreeing with me?
No, not at all, I meant do note*

I need a new keyboard, this one is screwed up(skips a lot).
 
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ravenpanther

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OK Not bad for an explanation, now another problem maybe someone can help me with....

I am trying to figure out now how to make a LARGE map, like a world map, (IE. FF series type), where I can walk around in the world map, and when I get to different areas, I can encounter different enemies instead of the same ones. 

HOW can I tell the program to make different enemies appear in the different areas of the world map??
 

Kes

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Use regions. Set them using region mode then In Map Properties allocate different troops to each region.
 

Zoltor

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OK Not bad for an explanation, now another problem maybe someone can help me with....

I am trying to figure out now how to make a LARGE map, like a world map, (IE. FF series type), where I can walk around in the world map, and when I get to different areas, I can encounter different enemies instead of the same ones. 

HOW can I tell the program to make different enemies appear in the different areas of the world map??
It's really easy, just in the  map properties, put in a big number like 700x700(that will be your world map). As for encounters, you have to set regions, It's the 3rd editing mode in the editor(1st you have the map, 2nd mode is for events, and the 3rd is for regions).

Also yea don't forget to tie the troop to the region in map properties.
 
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Andar

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It's really easy, just in the  map properties, put in a big number like 700x700(that will be your world map).
That won't workm because 500x500 is the largest possible map - and even that is too much. Most usable maps end up with 100 or 150 as a size, and even with a 150x150 map you'll need some experience inmapping to prevent it from becoming unplayable.
A lot of player consider a 80x80 RM map already huge.

HOW can I tell the program to make different enemies appear in the different areas of the world map??
As pointed out before, you can use regions IF you want to use random encounters.
There are also other possibilities like a script by Tsukihime that allows you to modify the map encounter table ingame, or you could use evented battles instead of random encounters.


However, I suggest you take one or two weeks to check the sample games and explore the editor and the database to learn more about the program, and do the tutorials - some of your questions were answered in those.


You can follow the link in my signatureif you don't know where everything is or where to start.
 

ravenpanther

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Thank you all for the timely responses. One last thing I need some assistance with..... I go to my computer, look under C:, program files, program files x86 and more places... I can not find ANY of the folders to add more stuff, like tilesets, char tilesets, enemies, items, etc. etc. I am running Win 7 Home Ultimate.

And BTW... ALL of this information is very much appreciated!!!  When I am able to actually get even 3 towns, and a few dungeons done, I will figure out how to share it with you guys. TYVM!!
 

Zoltor

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That won't workm because 500x500 is the largest possible map - and even that is too much. Most usable maps end up with 100 or 150 as a size, and even with a 150x150 map you'll need some experience inmapping to prevent it from becoming unplayable.

A lot of player consider a 80x80 RM map already huge.

As pointed out before, you can use regions IF you want to use random encounters.

There are also other possibilities like a script by Tsukihime that allows you to modify the map encounter table ingame, or you could use evented battles instead of random encounters.

However, I suggest you take one or two weeks to check the sample games and explore the editor and the database to learn more about the program, and do the tutorials - some of your questions were answered in those.

You can follow the link in my signatureif you don't know where everything is or where to start.
Really, damn I was thinking of changing mine to 700x700, because 500x500 seems a little small(well you can always make two maps, 350x350 each then, and just have a move to map event to tie them together)

Well It's a world map, there shouldn't be too many events for the engine to handle).  

I have a 95x95 city map, and the map its self runs just fine(I still need to add events to it though). However I also have a smaller map that uses tiles the engine doesn't like scanning(it runs perfectly in full screen mode though, Note: the events have nothing to do with the scanning problem), and now has around 100 animated Torches, yet that map runs perfectly fine as well(that map is only 31x31, so a lot is going on in a pretty small area).

I think the engine can handle more then you are giving it credit for.

A super small world map is about as big of a turn off as you can have in a RPG, so if any map is gonna be big, it better be the world map(the world map is a big indication of how big your game is, and how many places you can travel to(small world map, usually = not many places to explore).

To Rave: Go top resource manager in the actual RPG maker program, there you'll see files, along with a Import button.
 
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Andar

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Really, damn I was thinking of changing mine to 700x700, because 500x500 seems a little small(well you can always make two maps, 350x350 each then, and just have a move to map event to tie them together)


I think the engine can handle more then you are giving it credit for.


A super small world map is about as big of a turn off as you can have in a RPG,
The main problem isn't just what the engine can handle - it's to fill that map to prevent the player from booring eternal marches.
Load the sample worldmap #1, place a ship near a starting point and try to move around that map. Check how long you need to explore it even without towns and dungeons on it. And then imagine the work to fill that up with dungeons, towns and so on - you'll probably need around 10 towns and villages just to make it look halfway populated.


That map is 140x140 - a maximum map 500x500 is a dozen times as big.
 

Zoltor

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The main problem isn't just what the engine can handle - it's to fill that map to prevent the player from booring eternal marches.

Load the sample worldmap #1, place a ship near a starting point and try to move around that map. Check how long you need to explore it even without towns and dungeons on it. And then imagine the work to fill that up with dungeons, towns and so on - you'll probably need around 10 towns and villages just to make it look halfway populated.

That map is 140x140 - a maximum map 500x500 is a dozen times as big.
Um yes, it goes without saying, the more game there is, the more effort you need to put into it to fill it with content. Noone ever said game development was easy, and it sure as hell Isn't fast. .
 

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