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Stuff I didn't know and took me like 3 whole months before realizing they were a thing because I was too stuck thinking people are just making it complicated.
Note that these tips kinda require you have a basic knowledge of events and the basic stuff about game making.
I'm a newbie as well but this is mostly some good stuff I realize being a newbie for so long
People gave beginners mostly the simplest tips, design a map, use switches, make events, use the correct bgm, make enemies, party members, treasure chests etc etc.
The tutorials I saw spoke about only the basic stuff as well and never shared enough info to make a better than just a simple game. They also started talking about how you should make this and that event first before telling you, you also could just not remake the same events over and over.
Don't get me wrong, I love people who try to teach us stuff, but maybe the ones I saw just kinda didn't focus on the most important stuff.
Before we start, if you're reading this and you don't have an account here, MAKE ONE. Most resources you'll use would require an account here.
To start it off, if you want to make a unique and colorful game, download an picture editing software. I prefer gimp over photoshop since it's free, but if you have photoshop, then use it.
Second, if you want to make better, varying characters for rpg maker mv, download the extended rpg maker mv generator from schlangan.
Here: https://forums.rpgmakerweb.com/inde...0-07a-update-on-the-28th-december-2016.56569/
The normal rpg maker mv generator is lacking in some places. I had a character in this game, where she had long bangs but I made her with glasses so the glasses went in front of her bangs. If you mess around with this generator, you would find that not only can you so easily could add more resources for character making, you could also put more than 1 facial marks at once and stuff.
Now that that's done, now you should open your rpg maker.
This is the thing though, before doing anything like making maps and characters and stuff...
make common events. This is the thing I underestimated and never gave much importance into. I never realized it would be a big deal.
I implemented a jump system in my game and I had to copy and paste it over and over to make those events, and after a while, had I just realized I wanted to add a sound effect to the jump so I had to go through every single jump spots on my game and delete them, then paste the fixed one.
Common events are gold. They are one of the most important stuff in the game. If you still don't get what a common event is, it's an event that happens not once but lots of times in your game.
For example, opening treasure chests would be a common event since you'd probably make the character open a hundred treasure chests in your game.
Making a common event would make every chest in the game open easily by just using the common event you made. That way, if you suddenly decided to, for example, change the sound effect of the player opening the treasure chest, you won't have to delete and paste every single other treasure chest event in the game.
Another tip, this isn't really that important and it's kinda like more of my opinion, but...
Use as low number of switches possible and name them with the map ID you used them on and it's specific effect. Also try to turn on the switches that you would need to start cinematic events early.
Switches get very confusing if they're too many. I made these events one time that prevented the player from going this one way, and I used a different switch in a different map when they should just disappear and take effect at the same time. I also made a switch so these two characters should appear in this event. I had to turn them all off at the same time but I forgot which switches I had to turn off so it took me some time.
You don't necessarily have to make as low number of switches possible, you just have to think whether the switch should have the same effect on another place and should be turned off the same time.
Also when battling, troops of monsters and you make like two of them walking around so if you hit one of them, you'll fight both of them and after the battle you decided that they should both disappear at once, use a common event and make that common event the turning on of a switch that would make both of those monsters disappear, make them turn it off when they leave and reuse that switch on other monsters in the next map.
If possible, use self-switches rather than switches.
This next part wouldn't make much sense if you haven' tried stuff like making your character jump yet.
The coordinates of rpg maker are inverted when it comes to the y axis. All of us have been taught in our schools that the upper right part of the quadrants are the positives, If you want to make your character jump upward one tile, you need to make him jump -1 on the y axis.
Maps start with 0 so a map with a width of 30 starts with 0 and ends with 29.
Try to make your map's width on an odd number always.
Name your events, not necessarily every event just those ones that matter so you can easily control scenes and stuff.
You can delete who the initial characters are and add them later if you want to make like a cinematic scene on the intro without your character in it. Click on the database and on the system then delete the initial character.
Remember when I asked you to download the photo editing software? That's when parallax mapping goes.
What is parallax mapping? This is the question not many seem to answer. If you search for 'what is parallax mapping'. You'll just get stuff like Parallax mapping tutorial part 1. And stuff, the tutorial and the forum I saw never answered what parallax mapping is and until you watch the tutorial to the end, you would never get what it is. Parallax mapping is basically editing a map, but not with the map editor the pg maker has. The rpg maker's map editor is extremely limited, and as much as I think it's a useful system, variety and color is hard to achieve with just the normal editor.
You make a terrain and base on the editor, printscreen it, edit it on the pic editing software, export it as a png file in the pictures and parallax folder, use a plugin to restrict movement and show the picture whilst binding it to map.
Why is it better than the map editor? Well with this editor, you can basically cut a part of a doodad (random stuff like flowers, pots you put on the ground to make it look more atmospheric"
) and place it on any part of the map, make a layer so you can place anything above another, move an object on a more varying place, put in stuff from a another tileset and make the shadows and lighting, ground and buildings just more colorful and rpg-like. You should watch some tutorials on youtube.
There are lots more I want to say, but I forgot some of the others. I'm sorry if I came off kinda egoistic but I just hate myself for spending too much time making a bad looking map that looks nothing like what other people make, I also hated how I needed to go back to many events just to fix my mistakes and how I have to look at what the event ids are to make scenes. Anyways thanks for reading and happy game making, people!
Note that these tips kinda require you have a basic knowledge of events and the basic stuff about game making.
I'm a newbie as well but this is mostly some good stuff I realize being a newbie for so long
People gave beginners mostly the simplest tips, design a map, use switches, make events, use the correct bgm, make enemies, party members, treasure chests etc etc.
The tutorials I saw spoke about only the basic stuff as well and never shared enough info to make a better than just a simple game. They also started talking about how you should make this and that event first before telling you, you also could just not remake the same events over and over.
Don't get me wrong, I love people who try to teach us stuff, but maybe the ones I saw just kinda didn't focus on the most important stuff.
Before we start, if you're reading this and you don't have an account here, MAKE ONE. Most resources you'll use would require an account here.
To start it off, if you want to make a unique and colorful game, download an picture editing software. I prefer gimp over photoshop since it's free, but if you have photoshop, then use it.
Second, if you want to make better, varying characters for rpg maker mv, download the extended rpg maker mv generator from schlangan.
Here: https://forums.rpgmakerweb.com/inde...0-07a-update-on-the-28th-december-2016.56569/
The normal rpg maker mv generator is lacking in some places. I had a character in this game, where she had long bangs but I made her with glasses so the glasses went in front of her bangs. If you mess around with this generator, you would find that not only can you so easily could add more resources for character making, you could also put more than 1 facial marks at once and stuff.
Now that that's done, now you should open your rpg maker.
This is the thing though, before doing anything like making maps and characters and stuff...
make common events. This is the thing I underestimated and never gave much importance into. I never realized it would be a big deal.
I implemented a jump system in my game and I had to copy and paste it over and over to make those events, and after a while, had I just realized I wanted to add a sound effect to the jump so I had to go through every single jump spots on my game and delete them, then paste the fixed one.
Common events are gold. They are one of the most important stuff in the game. If you still don't get what a common event is, it's an event that happens not once but lots of times in your game.
For example, opening treasure chests would be a common event since you'd probably make the character open a hundred treasure chests in your game.
Making a common event would make every chest in the game open easily by just using the common event you made. That way, if you suddenly decided to, for example, change the sound effect of the player opening the treasure chest, you won't have to delete and paste every single other treasure chest event in the game.
Another tip, this isn't really that important and it's kinda like more of my opinion, but...
Use as low number of switches possible and name them with the map ID you used them on and it's specific effect. Also try to turn on the switches that you would need to start cinematic events early.
Switches get very confusing if they're too many. I made these events one time that prevented the player from going this one way, and I used a different switch in a different map when they should just disappear and take effect at the same time. I also made a switch so these two characters should appear in this event. I had to turn them all off at the same time but I forgot which switches I had to turn off so it took me some time.
You don't necessarily have to make as low number of switches possible, you just have to think whether the switch should have the same effect on another place and should be turned off the same time.
Also when battling, troops of monsters and you make like two of them walking around so if you hit one of them, you'll fight both of them and after the battle you decided that they should both disappear at once, use a common event and make that common event the turning on of a switch that would make both of those monsters disappear, make them turn it off when they leave and reuse that switch on other monsters in the next map.
If possible, use self-switches rather than switches.
This next part wouldn't make much sense if you haven' tried stuff like making your character jump yet.
The coordinates of rpg maker are inverted when it comes to the y axis. All of us have been taught in our schools that the upper right part of the quadrants are the positives, If you want to make your character jump upward one tile, you need to make him jump -1 on the y axis.
Maps start with 0 so a map with a width of 30 starts with 0 and ends with 29.
Try to make your map's width on an odd number always.
Name your events, not necessarily every event just those ones that matter so you can easily control scenes and stuff.
You can delete who the initial characters are and add them later if you want to make like a cinematic scene on the intro without your character in it. Click on the database and on the system then delete the initial character.
Remember when I asked you to download the photo editing software? That's when parallax mapping goes.
What is parallax mapping? This is the question not many seem to answer. If you search for 'what is parallax mapping'. You'll just get stuff like Parallax mapping tutorial part 1. And stuff, the tutorial and the forum I saw never answered what parallax mapping is and until you watch the tutorial to the end, you would never get what it is. Parallax mapping is basically editing a map, but not with the map editor the pg maker has. The rpg maker's map editor is extremely limited, and as much as I think it's a useful system, variety and color is hard to achieve with just the normal editor.
You make a terrain and base on the editor, printscreen it, edit it on the pic editing software, export it as a png file in the pictures and parallax folder, use a plugin to restrict movement and show the picture whilst binding it to map.
Why is it better than the map editor? Well with this editor, you can basically cut a part of a doodad (random stuff like flowers, pots you put on the ground to make it look more atmospheric"
) and place it on any part of the map, make a layer so you can place anything above another, move an object on a more varying place, put in stuff from a another tileset and make the shadows and lighting, ground and buildings just more colorful and rpg-like. You should watch some tutorials on youtube.
There are lots more I want to say, but I forgot some of the others. I'm sorry if I came off kinda egoistic but I just hate myself for spending too much time making a bad looking map that looks nothing like what other people make, I also hated how I needed to go back to many events just to fix my mistakes and how I have to look at what the event ids are to make scenes. Anyways thanks for reading and happy game making, people!



