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

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LadyAnise

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Hopefully some of that is helpful.

This was all very helpful! Thank you so much. =3 I now have an idea of where to look, so I appreciate your time in answering my questions.
 

RisenAngel

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I have three suggestions.

1. A graphics-editing tutorial for editing enemies. Recoloring, splicing things together, etc. At least if it's noticeably different from editing things like faces and busts.
2. A graphics-editing tutorial for window skins. In particular, how to make "custom" windows with the window skin and something like the Show Picture event command (like how the game draws windows, except through graphics editing...if that makes sense).
3. A tutorial for enemy AI/action patterns. Like, there's a lot you can do to get enemies to use the skills you want them to use at the time you want them to use them beyond just the Action Patterns, but I'm really not sure on what the most efficient way of doing it is.
 

Arthran

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I wouldn't mind seeing some plugin creation tutorials. Ones that are sort of targeted at people who understand JavaScript, but who aren't super familiar with the internals of the engine. I think there are probably people who are capable of using/understanding JavaScript, but still might consider it to be kind of a daunting task to try to read the code for the entire engine and wrap their head around how it all works.

I think that such people could probably benefit greatly from some tutorials that explain how to do some common things, such as how to make scenes, how to make windows, how to add options to menus, etc. Maybe it could be a plugin creation series that starts out small and culminates in the creation of an actual useful plugin (like a Monster Encyclopedia or something).

As far as I can tell, if someone new to the scene wants to learn to make MZ plugins, their options are either:

A.) Read the code for the entire engine and hope that they're able to wrap their head around the entire system.
-OR-
B.) Read MV-specific tutorials and hope that they can figure out which parts are no longer applicable in MZ.

Option B wouldn't be so bad if there was a comprehensive list of changes between the two engines, or some type of porting guide or something, but for some reason, no such thing seems to exist (as far as I can tell). And option A is just too overwhelming and/or too much of a hassle for some people.

I pretty regularly see people claim that MZ has a severe lack of plugins. I also see a lot of people claim that RPG Maker is "limited". While I think that both of those claims are largely unsubstantiated, it doesn't change the fact those are common beliefs that people seem to have, and that those beliefs are part of what's stopping people from buying MZ.

I think that maybe if you could give people a bit of a leg up, and help them learn to create plugins, it might help alleviate people's perception of those issues a bit. It would help give the people who are still clinging to MV the confidence that they'll be able to either make the plugins that they need, edit existing plugins to do what they need, or port MV plugins over, so that they don't feel the need to keep avoiding the switch.

And I think that if we could lower the barrier of entry to making plugins just a bit, more people would do it, and people would start to adopt the mindset that they have the power to bend the engine to their will--instead of feeling restricted to just using only what they're given. I think this could help alleviate the common claim that RPG Maker is "limited".
 

Dwesper

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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!
Well, I try to make a system that prevent infinite money by selling too much items to a merchant.

Like maybe adding a budget that the merchant cannot pass on that point.

Like in skyrim, for exemple.

The merchant will have only 1000Gil maximum in the wallet and you can't sell above 1000Gil.

So it will prevent exploitation and so on.

Because the merchant doesn't have enough cash to buy your stuff.

Which is accurate in realism.

But if you allow the merchant to expand their wallet to 2000Gil or 3000Gil.

Now you will be able to sell more items.

But I don't know how to program that in the variables.
 

TeiRaven

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I don't expect this to merit an entire tutorial to itself, but maybe it would fit in one of the future tile edits/upgrades tutorials: getting stained glass windows to glow correctly! Mine always end up looking like they're just posters on the wall, rather than illuminated windows. What's the secret to achieving that vibrancy?
 

ATT_Turan

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I don't expect this to merit an entire tutorial to itself, but maybe it would fit in one of the future tile edits/upgrades tutorials: getting stained glass windows to glow correctly! Mine always end up looking like they're just posters on the wall, rather than illuminated windows. What's the secret to achieving that vibrancy?
What stained glass windows are you using? I've purchased a few tilesets that come with them drawn that way. I'm not familiar with XP, but I know MV/Z also have lighting plugins that might help to achieve what you want.
 

TeiRaven

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I'm making them. I did buy one pack that has a glow baked in, but I never got great results when I tried to imitate it--it made the window pattern less distinct. I wasn't thinking of animated tiles or anything that would need to adjust by time of day, just how to get the luminescence that says "stained glass" rather than "picture on the wall."
 

SmashArtist

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I would like to second the suggestion for making plugin creation tutorials!

I've always wanted to dive deeper in my RPG Maker creations, however I found that there was a lack of tutorials out there. (Not that there aren't any, just that I found very little at the time and got confused easily)

Maybe tutorials on the overall structure and workflow of plugin making, with possibly specific follow along tutorials as well. (I do like the idea of custom menu making)
Making more official tutorials that explain the basics and onward could also help make a bridge for rpg makers who are dipping their toes into the more complex side of game making.
 

kirillazpak

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Sorry for the English.I have a question how can I change the icons of the reinforcements, for example, increasing ATC,MAX HP,P.DEFENSE.I changed the "icon set" and my gain icons are shuffled.I can change the icons of abilities and items, but not the icons of powerups.Please explain how to do this
 

ATT_Turan

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I can change the icons of abilities and items, but not the icons of powerups.
You can't do this in the editor - the icons for buffs/debuffs are hard-coded.

Either open your iconset in an image editor to position those icons correctly, or see this thread with how to edit the code. They will still need to be placed consecutively in the iconset.

 

kirillazpak

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You can't do this in the editor - the icons for buffs/debuffs are hard-coded.

Either open your iconset in an image editor to position those icons correctly, or see this thread with how to edit the code. They will still need to be placed consecutively in the iconset.

Thanks for the answer, maybe I can find a plugin
 
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