Tutorial-Blog Tutorials: What do you want to see explained?

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Touchfuzzy

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Is there something specific in RPG Maker MZ that you wish someone would explain to you how it works?

Want to know how to make a specific type of resource? Or how to event a specific type of system? Tips on mapping a style of map?

We're looking for suggestions for tutorials people want to see on our blog. If you have an idea, submit it in this thread. Please be as specific as possible about the thing you would like to see explained!
 

peq42_

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what is it that makes MZ games, by default, faster than MV? and I mean more than just NWJS and Pixijs version, how were its internal core scripts designed in order to make it faster?
 

ATT_Turan

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what is it that makes MZ games, by default, faster than MV? and I mean more than just NWJS and Pixijs version, how were its internal core scripts designed in order to make it faster?
That doesn't sound like a topic for a tutorial, as it wouldn't be teaching you to do anything, just explaining how parts of the code work. It could still be an article to be posted on the blog, but it doesn't really fit a tutorial request.

I dunno...the questions I see around here most frequently are generally topics that already have tutorials someplace, so people who don't search aren't gonna search. Or they're plugin specific, which I assume you don't want to get into on the main site.
 

caethyril

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Picture-based menus?

I've seen quite a few requests for custom menu layouts, and some for "picture/VN-style choices". For touch support you could also mention the ButtonPicture plugin that ships with MZ~
 

Trihan

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what is it that makes MZ games, by default, faster than MV? and I mean more than just NWJS and Pixijs version, how were its internal core scripts designed in order to make it faster?
I will eventually be covering the differences between MV and MZ in Jump into Javascript.
 

ShadowDragon

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I made a customize picture menu in a basic form, but it lacks freezing
enemies and other stuff around.

which I made a menu with picture based for MV which dont have a status
menu (because I dont need it), but they can add one if they can code :)

but for MZ and mostly works for MV too, I try to make some complex evented
tutorials if it's worth sharing, but if you want to go for a basic setup as tutorial,
like the one of plinko mini game or laser gate with transparancy, I also saw
a bridge in a game that was evented when walked over, it crumbles down
together with the player if standing still.

I love to try to replicate that one, which also is a challange for dungeon use
of platform.

there are many tutorials that can be used, and alot is made as well, so I wonder,
what is unique and not public placed :)

So I wonder, what is unique for basic and extend for complexity?
 

ShadowDragon

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@Avery as for Graphic, I wonder how they make peoples/busts out of scratch :p

Tiles edits are easier for me, people and different lenghts are a pain,
but I do adore peoples that can make them :)

but also in "HOW" exactly can you make RTP style coloring if you make
things from scratch?

I see something, and I use other tiles to make custom bridge (stone, wood, etc)
and it looks nice, and alter it more with other tiles to my liking, but 100% custom
tile in RTP color something I dont know how they do that.

maybe make something around this is not existed?
 

jonthefox

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I'd like to better understand how to use events within troops and battles to create unique conditions, enemy behaviors, and battle scenarios.
 

jonthefox

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Since I focus mostly on the graphic section for the tutorials, is there anything you would love to see? :)
not sure how graphics-centered this is, but for years now my mv character generator is a gigantic mess of randomly inserted packs and community resources. At this point I struggle to find the parts I want and navigate it, and I feel like there's gotta be a way to overhaul and organize it in a more efficient way. A tutorial on this topic would be helpful if it's something you think you could do :)

-edit- sorry for the double post whoops :(
 

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Not sure if this is the kind of thing you're thinking about as its a bit more outside of the program itself, but I would like plug-ins explained more (for noobs like me that have only used basic ones that run in the background) not just installing them. but everyone in other tutorials just seems to assume everyone understands the jargon. they just say follow what it tells you, but if it says for example to link to event write on item "<onEvent: id, id, id>" (thats just a random example by the way) I don't know what it wants, or what, which or where i find the id its on about? i did actually ask on another forum site and was told If you dont understand it then probably best to not use it. but i want to learn :LZSlol: I've got the basics of MZ down, and all in game stuff, but i want to expand and cant find tutorials to help
 

ATT_Turan

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if it says for example to link to event write on item "<onEvent: id, id, id>" (thats just a random example by the way) I don't know what it wants
Can you provide an example of a plugin that confused you in this way? There is no such thing as any kind of standard for this, because plugin code, parameters and notetags are written by the plugin authors.

Anything like the example you made up should be immediately be followed with a description in the plugin's help documentation that explains what each field is. If it isn't, then that's a failing of the plugin's author...there isn't anything anyone can do without reading the code of that specific plugin to see what the fields do.

There can't really be a universal tutorial for this because it's simply reading and following the instructions included with the individual plugin. I suppose someone could choose a few popular plugins and go through things but...again, why type out a tutorial when the help file has already been typed out.

I will say:
where i find the id its on about?
If that's literally true, then you should probably be doing more basic tutorials to get familiar with MZ before trying to make full games and using plugins. 12 out of the 16 tabs in your database deal with lists of IDs, so that much is quite basic knowledge.
 

Deadlyspud

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Can you provide an example of a plugin that confused you in this way? There is no such thing as any kind of standard for this, because plugin code, parameters and notetags are written by the plugin authors.
I can, this is what it says within the plug in notes (I'm at work so can only copy it at the mo) and it did confuse me:
* To use plugin put these tags in weapon notes:
* <onEquip: id, id, id>
* <onUnequip: id, id, id>
* <onEquipJS>
* code
* code
* </onEquipJS>
* <onUnequipJS>
* code
* code
* </onUnequipJS>
And thats it. And im sure to a lot of people it makes sense, I'd just like to know where I'd learn what it means.
I use for example the community light plug in, and its easy, I switch it on and off where I want. But the above left me confused
 

ATT_Turan

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I can, this is what it says within the plug in notes (I'm at work so can only copy it at the mo) and it did confuse me:
* To use plugin put these tags in weapon notes:
* <onEquip: id, id, id>
* <onUnequip: id, id, id>
* <onEquipJS>
That's not very helpful without knowing what plugin this is from. Since, as I said, it should be explained in the documentation, if we don't have the rest of the documentation to look at, we can't tell you what you're missing.

Edit: I found the plugin you're referencing here. Since the title of the thread is Common Event on Equip/Unequip, and the name of that plugin he wrote in the thread is Common Event Equipment, I would guess the IDs are kinda obviously the IDs of the common events you want to run on equip or on unequip.

It's true that that's not properly written with thorough help text, but he clearly just wrote it for himself for that specific purpose and posted it in the thread in case anyone else wanted the same functionality.
 
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caethyril

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@Deadlyspud: like ATT_Turan said, it's entirely up to the plugin author to provide appropriate documentation. Notetags are typically used in the Note field (bottom-right) of a relevant database object: Weapons in this case. If you still can't figure out how to get it working, you can ask the plugin author (e.g. on the plugin's release page/thread), or post a thread in Plugin Support with a link to the plugin.
 

Deadlyspud

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@Deadlyspud: like ATT_Turan said, it's entirely up to the plugin author to provide appropriate documentation. Notetags are typically used in the Note field (bottom-right) of a relevant database object: Weapons in this case. If you still can't figure out how to get it working, you can ask the plugin author (e.g. on the plugin's release page/thread), or post a thread in Plugin Support with a link to the plugin.
Ok, Thank you
 

stillnight

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Hi. I would like a tutorial on how to deploy MZ games to Android. It seems MZ maker doesn't make .apk files. I have tried using an old MV guide for Android Studio but it doesn't work with MZ. Is there a way we can export our games as a lot of the fun in using MZ is to share the games I create. Thanks.
 

ATT_Turan

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Hi. I would like a tutorial on how to deploy MZ games to Android. It seems MZ maker doesn't make .apk files. I have tried using an old MV guide for Android Studio but it doesn't work with MZ.
There are a good number of guides for this available - I Googled it and found at least three threads on the forums with links to programs/instructions, as well as several YouTube videos that are all MZ-specific.

There's nothing wrong with requesting an official post, of course, but there are resources for it, there's no reason to resort to material from a different engine :wink:
 

LadyAnise

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Hello!

So, I was going through the suggestions, and only seen one that's close to what I'd like to learn.

Plugins.

So, I had wanted to create a mining system and downloaded a plugin for that goal. Naturally, I got lost in the jargon. I'm assuming most of the "plugin code, parameters and notetags" follows Javascript? The author of the plugin I used, made some documentation and examples of the parameters and code, but where as I wanted to add in more ores to mine, levels, etc, I wouldn't really understand how to add my own base on these codes (there was only two ores, etc, within the sample code they provided, but no explanation on where and how to add more. Just assuming you can figure out what it is through all the parameters. Not really sure if I'm being clear or not on what I'm talking about.

As the previous example^ states that all authors of plugins make their own code for the plugins, maybe a tutorial in how to create a plugin? Or one on the basics of parameters and code? Or, maybe links in resources to JavaScript if that is what is needed?

Basically, if I downloaded 2 different plugins, and there is barely any documation on how to customize it, I'd like to see a tutorial in how to understand the code and how to update it to customize what's needed for any plugin.
 

ATT_Turan

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So, I had wanted to create a mining system and downloaded a plugin for that goal. Naturally, I got lost in the jargon. I'm assuming most of the "plugin code, parameters and notetags" follows Javascript?
Yes/no/no. Plugins are coded in JavaScript. Parameters follow a specific format designed for RPG Maker. Notetags don't do anything by themselves, you have to write code (in JavaScript) that utilizes them.
The author of the plugin I used...
I suggest you make a thread in plugin support with a link to the plugin (or if the plugin has a release thread on here, post in it for help). It does sound like either it wasn't written well with proper instructions, or perhaps you missed something.
maybe a tutorial...on the basics of parameters and code?
So, oddly...the documentation for RPG Maker MV included a Plugin Specifications section, that described all of the plugin parameters. MZ does not appear to have this, so I'm not sure where you're supposed to get the information from (I mean, you can look at the MV manual, but I know some things changed).

I suggest this thread and the document it links to.

As far as code, there are many JavaScript tutorials that already exist - I type "JavaScript tutorials" into Google and get pages of results. I'd personally recommend w3schools because I like the way they explain things, but you could choose any of them (or try several).

It might be difficult for this site's blog to do that because if they write about things that are specific to RPG Maker, it will presume one already knows how to use JavaScript generally (which would not be helpful to, for example, you).

And if they wrote the tutorials presuming you're a beginner who doesn't know anything about code, it would take a bunch of them in order to get you to the point where you can do something like customizing a plugin, at which point they're simply duplicating effort that already exists on many other sites.
I'd like to see a tutorial in how to understand the code and how to update it to customize what's needed for any plugin.
Unfortunately, there's not really an easier way to do that than "learn some JavaScript." Once you understand the syntax used in the code, then reading it will make sense to you as to what it's doing, but there aren't any specific JavaScript commands that are, like, "You need to know these things to customize a plugin".

You may still need to look up the various functions and variables used internally in RPG Maker, but you can simply search your js folder to find them in the default code.

Hopefully some of that is helpful.
 
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