Tuesday, April 18, 2017

Signs, Signs, Everywhere There's Signs...

Signs are a great way to communicate static information to your players.  The names of towns are a standard use for signs, but they can also be used to indicate things like warnings.  A sign placed at the entrance to a mine can warn the user of poison gas, falling stones or killer monsters. This can add a degree of foreboding to the atmosphere of the game.
As an example, let’s create a sign to announce the name of the town.  Select the EVENT ICON, and place an event in the square in front of the sign.

Right-click in the square and select Edit Event… from the menu.  Double-click on the top line at the “@>” prompt.

When the Event Commands dialog box appears, select the Show Text button.



In the Text: text box, type the message that would be on the sign. Select Preview… to look at the format of the message.  Adjust the spacing to your liking.





To create a distinction in the game when your player reads your text, you can insert color formatting commands to change the color of the text in your messages.  Why is this useful?  Creating a standard, such as displaying location names in the color blue, reduces confusion and adds “pop” to your messages.  How do we set the color?  We use the /c command followed by the color number.  Here, the town names are written in blue using the /c[1] command, and to set it back to the default color, we use the /c[0] command.

The final event as viewed by your character. When your character is standing in front of the sign, press your action key and the text window appears.

þ Using unique colors to separate locations from treasures, NPC character names, quest items will make it easier for the player to identify messages that are important to them.

RPG Maker VX/MV Region Maps


Combat against monsters is a great way to gain experience and treasure for the player. For the developer, however, this can get tedious to plot and place monsters and treasure on the map. RPG Maker VX Ace has included a simple solution for generic encounters that aren’t specific to the main story.  This allows the developer to limit the area where specific types of monsters or unique collections (troops) of monsters can attack unsuspecting players. These areas are called “Regions” and there is a special mode where the map can be overlaid with the region map.

As an example:  First, select the map where you would like to add regions.  With the map on the screen, select the Region Mode icon in the menu bar:

Notice that the scenery images in the upper left hand corner of the work area have been replaced by a colorful grid of numbered squares and one “clear” block. Each of these numbered blocks can be used to paint areas on the map which includes that map square into that numbered region. Once you have a region painted, groups of monsters can be “linked” to the region number which allows those specific to randomly attack in those linked regions.  Simple huh?  


As an example:  While you are in Region Mode, select one of the numbered squares on the grid.  Which one you choose isn’t important, simply note the number so you know what region number to use to link to your monster gallery.
On the map below, the #1 region has been painted in the graveyard.  If you like, you can paint the #1 region on others areas of the map, but be advised the monsters that you assign to the #1 region affect ALL of the #1 regions on that map.    

Next, on the project file tree on the left side of the screen, right-click on the filename for the current map you are painting with regions.  Select Map Properties…



When the Map Properties dialog appears, double-click on the first empty line under “troop” on the Encounters control. This allows you to add an encounter to the map.


The Encounters dialog box will appear.  This dialog is used to create random monster encounters in the game – The kind where your players’ characters are walking across the map towards a destination and a group of monster stumble upon them and combat occurs. Let’s create an encounter for region #1 in the graveyard.

Since we painted a graveyard, and we want to be consistent, let’s select a monster we would expect to find in a graveyard. We are going to assign a troop of three ghosts to be the random monsters to confront the player’s character.

In the Encounters dialog, Ghosts have been selected from the Troop drop down control. Note the “*3”, which means there are 3 ghosts in the group. Weight is used as the percentage chance that this group will be the ones to attack when more than one group is assigned to region #1. This allows you to, for example, assign a weak group of monsters to attack 90% or the time and have a strong group attack 10% of the time, to keep your players on their toes and not get bored by always being attacked by weak characters.

The Range area is where you assign WHERE the encounters with the Ghosts will occur.  We have selected region #1 and have left the other two possible regions essentially turned off.  If we painted another area with the #35 region block, we could have put #35 in the second control and Ghosts would be available to attack in regions 1 and 35.

þ Troops can be changed (number of monsters, their mixture and type) in the Database dialog.
þ Using regions, the monster encounters occur randomly.  If you would like to make a predictable monster attack, you can use an Event (Battle Processing) on a specific square on the map grid.

After clicking on the OK button, you can see the encounter you added. At the bottom of the list is a control to select the average number of steps that the player will take before the next random encounter will be triggered. 

If you want constant battle for your players, make this a low number (1 would be every step will trigger combat in the region). This can get monotonous for your players, and they’ll move on to another adventure. 

And that’s all there is to regions.  With a little bit of painting using a handful of regions, your map can be interesting and will hold the layer’s attention.


þ Make sure you mix things up as it gets boring fighting the same two slimes all the time.

Thursday, February 23, 2017

What is going on here?

This is a blog to journal the development of various game projects and experiments in indie game development. I'm no pro developer- no far from it.  I'm more like the typical indie, where I work during the day in an unrelated field, and at night, I try to squeeze in as much time as I can to move the latest project just a little bit forward.

Hopefully, I can, from time to time, jot down a few note on interesting things that I've done and share them with the world at large. And hopefully, someone can come to my aid when that last thing just. won't. work.

 I'm working using GameMaker Studio and RPG Maker MV.  I'm working on several projects in GM:S, a platformer and an rogue-like adventure.  Both of these are in proof of concept mode where I'm trying things out since I am new to GM:S and it's scripting language.  Great stuff, but a learning curve as always. Currently on-hold.

The front burner project is an RPG called "The Kidnapped Parents" in RPG Maker.  Basically the story of Sebastian,  who returns to his home village after a year abroad and finds out that his parents have been taken by the Red Guard, for an unknown reason. He needs to figure out where they have taken them, for what reason, and become stronger to defeat them.

I am using stock graphics for the game, as I have no artists on my team of one, but am able to modify some of the art to make it a bit more unique. Right now I am making map locations, developing a storyline and creating puzzles.  On the graphics side, I'm using the built-in character generator to make unique characters (as unique as I can from the number of parts), and then consolidating them on single sheets with paint.net.