<?xml version="1.0"?>
<rss version="2.0"><channel><title>Developing Tools Latest Topics</title><link>https://www.rpgmakercentral.com/forum/127-developing-tools/</link><description>Developing Tools Latest Topics</description><language>en</language><item><title>Introducing UR-RPG - And All-In-One asset for Unity</title><link>https://www.rpgmakercentral.com/topic/43004-introducing-ur-rpg-and-all-in-one-asset-for-unity/</link><description><![CDATA[
<p>
	I moved over from RPG Maker to Unity a few years back, but, I've always missed the simplicity of RPG Maker and always wanted an all-in-one system that would turn Unity into something like RPG Maker. There are plenty of RPG makers for Unity, for sure, but none that would handle everything. 
</p>

<p>
	I decided to use my time in lockdown productivity and worked on a prototype for a game idea I have. I wanted to make some custom Unity windows to help speed things up. I created a side project and experimented. Before long, I had a working database. I also needed a map editor, so I created that next and after I had those two tools, I realized I basically had the RPG Maker-like system I always wanted. I just needed something to handle Events. So... I created my own visual scripting tool. However, since going back to work I've had very little time to work on the project.
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_2021_11/AllWindows.PNG.bc84a675b13860c5a65c8f40c6ea97b8.PNG" data-fileid="21231" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="21231" src="https://www.rpgmakercentral.com/uploads/monthly_2021_11/AllWindows.thumb.PNG.e47d5c3dff3669152f3f07f66de8d3f9.PNG" style="width:500px;height:auto;" alt="AllWindows.thumb.PNG.e47d5c3dff3669152f3f07f66de8d3f9.PNG" /></a>
</p>

<p>
	 
</p>

<p>
	<strong>Details and Features</strong><span>:</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			As you can see from the screenshots, I've took RPG Maker and I'm using that as a starting point for functionality, but the finished project will probably end up looking a little different. I've had people question the legality of that, but all the code is 100% my own so as long as I don't use any of the official assets there's no problem with legality. Adobe doesn't sue GIMP because it's similar to Photoshop. Besides, I'm adding some of my own improvements to the workflow, and adding some quality of life improvements too to allow for better flexibility. I'm actually hoping to create a better tool...
		</p>

		<p>
			<u><strong>Database</strong></u>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_2021_11/DatabaseExample-B.PNG.0ae50017cee0381754b1f5e73474b2ed.PNG" data-fileid="21232" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="21232" src="https://www.rpgmakercentral.com/uploads/monthly_2021_11/DatabaseExample-B.thumb.PNG.587414f85fe85687e483b29af039cbe3.PNG" style="width:500px;height:auto;" alt="DatabaseExample-B.thumb.PNG.587414f85fe85687e483b29af039cbe3.PNG" /></a>
		</p>

		<p>
			Database is pretty straight forward. This is how you edit the data for the game same as RPG Maker. Similar to RPG Maker, it exports this data to JSON, then when needed, the game reads the JSON to create playable characters, items and so on. Initially, I wanted to make it compatible with RPG Maker JSON to make porting projects easier, however in all honesty, some systems have been easier to just create my own solutions for, rather than reverse engineer the RPG Maker JSON and figuring out what they're doing with it. Especially with events/visual scripting. This means, sadly, JSON isn't compatible with RPG Maker.
		</p>

		<p>
			Only the playable character tab is complete and right now I'm just editing the JSON directly... but the core functionality is all there. It can save and load the data and you can edit but the only completed tab is the playable character tab. All that needs to be done to finish this off however is just designing the remaining tabs and any additional pop up windows for selecting graphics and stuff.
		</p>

		<p>
			<u><strong>Map </strong><b>Editing</b></u>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_2021_11/MapEditorExample.PNG.f923fb37acea663c87e2f2fb5c69fc45.PNG" data-fileid="21233" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="21233" src="https://www.rpgmakercentral.com/uploads/monthly_2021_11/MapEditorExample.thumb.PNG.7236d2e4fe31f653b4123345b01d661e.PNG" style="width:500px;height:auto;" alt="MapEditorExample.thumb.PNG.7236d2e4fe31f653b4123345b01d661e.PNG" /></a>
		</p>

		<p>
			<strong>Features already in place</strong>
		</p>

		<ul>
			<li>
				Drawing tools (Single, square, circle, fill)
			</li>
			<li>
				Layers
			</li>
			<li>
				Autotiles
			</li>
			<li>
				Zoom and move map
			</li>
		</ul>

		<p>
			You can set a global setting for the size of the tilesets in a project. All tilesets need to be uniform, but if you set 32x32 to be the global setting you could use XP or VX tilesets and if you set it to 48x48 you could use MV and MZ tilesets. Or... if you want you can use a competently unique size such as 64x64, that's fine too.
		</p>

		<p>
			I'm hoping, <strong><em>although I need to do testing on this</em></strong>, that I'll be able to add unlimited map sizes for people to create open world games. I'm not actually sure how it works in RPG Maker, but I know with other game makers they tend to load the entire map into memory. To negate this, UR-RPG uses a 2D form of occlusion culling. Thats a fancy way of saying it only draws what the camera can see, and redraws the map as you move around. I'm hoping this will help with the goal of unlimited map sizes.
		</p>

		<p>
			Tilesets will also be handled differently. This needs to be coded, but the plan is to use 'Groups' for tilesets. Every individual tileset sheet the game needs will be set in the database, as well as collision. Then similar to how RPG has it's A, B, C, D sets, a group will just be a collection of different individual tileset sheets but what I want to do differently is how they are set. You create a 'group' of tile sets and then select from the individual sheets that the 'Group' will us. This means you can use multiple autotile sheets per group as well as mix and match building sheets, decoration sheets and terrain sheets. I'm also planning to have the map editor be able to draw from any 'group' that was set in the database... again to help create open worlds but still keep things organised.
		</p>

		<p>
			 
		</p>

		<p>
			<u><strong>Scripting</strong></u>
		</p>

		<p>
			<a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_2021_11/VisualEventEditor.PNG.8868a21ce069adccc2b5a9efe9b515a9.PNG" data-fileid="21234" rel=""><img class="ipsImage ipsImage_thumbnailed" data-fileid="21234" src="https://www.rpgmakercentral.com/uploads/monthly_2021_11/VisualEventEditor.thumb.PNG.16954323944fa3f98a176b7cc0973a38.PNG" style="width:500px;height:auto;" alt="VisualEventEditor.thumb.PNG.16954323944fa3f98a176b7cc0973a38.PNG" /></a>
		</p>

		<p>
			<u><strong>Features already in place</strong></u>
		</p>

		<ul>
			<li>
				Create Global or Local scripts
			</li>
			<li>
				Create, save and load scripts for editing
			</li>
			<li>
				Around 60-70% of nodes are done
			</li>
			<li>
				Set conditions for scripts to be run
			</li>
			<li>
				Set a trigger for script to be run
			</li>
		</ul>

		<p>
			Scripting is where UR-RPG completely deviates from the RPG Maker formula. As you can see, this is done with visual scripts. With visual scripts you have a start node, then add nodes for common tasks such as show message, give money, move character and so on. If you think of the options you have while creating an 'Event' in RPG Maker, this is what you're doing with Visual Scripting and you'll have all the same kinds of options. This isn't based on the new Unity Bolt feature, I've built this from the ground up specifically for UR-RPG.<br />
			<br />
			As for post-release community scripting, I've given this a lot of thought. Due to the nature of just C# in general, I shouldn't have to worry much about scripters who want to code in their own functionality. They should be able to just use polymorphism to override the default functionality. I'm planning on compiling the code for the database, map editor and script editor into a DLL file. This means the core functionality can be protected. However, I'm going to document as I go and will probably put a Wiki or something up on my website so experienced coders know how to customize and extend functionality. Exposed scripts for the battle system, title and stuff won't be compiled, so for things like a custom battle system, it should just be a matter of replacing the battle scene C# script.
		</p>

		<p>
			 
		</p>

		<p>
			<u><strong>Publishing</strong></u>
		</p>

		<p>
			As it's a Unity asset... this includes an added benefit not found in RPG Maker. The ability to export to pretty much everything. PC, Linux, XBox, PlayStation, Nintendo Switch, Android, iOS... even a standard browser using HTML5 and OpenGL.
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	Still a lot of work needs to be done. I need to finish off the 3 core tools then need to code the runtime engine so it actually uses the data to create a game. I'm thinking of getting a basic runtime engine up and running so I can do a complete start-to-finish demo, or I may just finish off the tools and demo them one by one as development continues.<br />
	<br />
	To help speed up development I've created a <a href="https://www.kickstarter.com/projects/ur-rpg/ultimate-retro-rpg-a-unity-asset-for-making-2d-rpgs?ref=user_menu" rel="external nofollow">Kickstarter</a> to help fund a year of full-time development, which should be all I need. However so far it's not gone very well and I'm not hopeful that it's going to get successfully funded so currently working on a Plan B roadmap. If anyone could help spread worth of mouth by posting about the project on any other forums, social media or Discords they're on that would be a <em>mahoosive</em> help. Personally, I'm kind of out of the loop with the RPG Maker community and so far have only posted here. I tried to join some Facebook groups and got in trouble for self promotion...
</p>

<p>
	I've tried spending money on advertising, but that hasn't reaped the attention I wanted. I've had 250,000 people look at my website with no one going through to the Kickstarter page... The marketing plan I had has kind of failed so I need to target people that would specifically be interested in this project.
</p>

<p>
	Regardless of whether or not I can get the Kickstarter funded, I do plan to continue development but it's just going to take much... much longer as I work it around my full time job. If I can gain enough interest, I will start a Discord server and will be adding a developer blog to the website at some point.
</p>

<p>
	If anyone has any questions on UR-RPG or the project in general feel free to DM me here, or on <a href="https://twitter.com/PrimePixelGame" rel="external nofollow">Twitter</a>.
</p>

<p>
	Also, for more info check out my website: <a href="https://primepixelgames.com/ultimate-retro-rpg/" rel="external nofollow">https://primepixelgames.com/ultimate-retro-rpg/</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">43004</guid><pubDate>Sun, 21 Nov 2021 15:21:27 +0000</pubDate></item><item><title>XIX's Three Mapping Tutorials From RPGarden</title><link>https://www.rpgmakercentral.com/topic/32015-xixs-three-mapping-tutorials-from-rpgarden/</link><description><![CDATA[
<p><span style="color:#9933cc;">These tutorials have been merged and ported from The Old RPGarden, there will not be any more of them, my tutrials were for the development of RPGarden Alone.</span></p>
<p> </p>
<p><span style="color:#9933cc;">The First thing You need to know about mapping is that You have to remember that Mapping is all about setting. The games maps are what you use to develop the setting and the feel of the game, It is an important part of how you introduce the player to your game. You want to make sure the player feels the setting and the Atmosphere.<br /><br />But now Onto the Mapping.<br /><br />I'm going to start by making a forest map and give some simple pointers as to how the map will structure.<br /><br /><img src="http://fc06.deviantart.net/fs71/i/2014/341/5/3/map_tut1_by_crow5derlock-d892fb0.png" alt="map_tut1_by_crow5derlock-d892fb0.png" /><br /><br />This is a common place for people to start with when making a forest. and some people would leave it practically like this without a second thought.<br /><br />But there is one major problem with this map giving that it is a beginning map. Relativity. The trees in the map do not match up in size or shape (give/take the term shape). So that is the first thing that needs fixed. But whether it is trees or buildings, Relative size is a must have to prevent the game from feeling sloppy.<br /><br /><img src="http://fc09.deviantart.net/fs70/i/2014/341/6/e/map_tut2_by_crow5derlock-d892gh3.png" alt="map_tut2_by_crow5derlock-d892gh3.png" /><br /><br />This should be your improved basic structure map. It gives you an Idea of how the trees should have similar relative sizes to one another.<br /><br />another thing to look at is what helps the map feel like the setting you want it to feel like. For instance I'm adding a river to help it feel more in tune with nature. and then I will add a few trees. (I am using my own custom recolored tree tiles get them <a href="http://www.rpgarden.com/showthread.php?tid=12" rel="external nofollow">here</a>)<br /><br /><img src="http://fc07.deviantart.net/fs71/i/2014/341/f/5/map_tut3_by_crow5derlock-d893019.png" alt="map_tut3_by_crow5derlock-d893019.png" /><br /><br />Notice the trees on the right are incomplete. I purposefully did that to show how my method is done so I spend less time on each map. I will now add extra colored trees and finish the current trees.<br /><br /><img src="http://fc07.deviantart.net/fs71/i/2014/341/1/6/map_tut4_by_crow5derlock-d8933xe.png" alt="map_tut4_by_crow5derlock-d8933xe.png" /><br /><br />Now that the colorful trees have been added I will now add the final touches. Grass, thin trees, bushes, flowers, and paths. also be sure to make sure your grass and pathes aren't too squared if they are a natural occurrence! You want the map to look Natural!<br /><br /><img src="http://fc09.deviantart.net/fs71/i/2014/341/b/f/map_tut5_by_crow5derlock-d8937lp.png" alt="map_tut5_by_crow5derlock-d8937lp.png" /><br /><br />Now we have a completed forest map. A few touch ups and extra details. And the map itself is complete. Though depending on how you want the map to feel could mean you need an event to set the map a certain color, like dark and green, or light and green. It's all up to you how that is played.</span></p>
<p style="text-align:center;"><br /><span style="color:#9933cc;"><strike>----------------------------------------------------------------------------------------------------------------------</strike></span></p>
<p><span style="color:#9933cc;">The First thing most people so when they make a town is worry about all the places the player can go into. We will not worry about that here. All we will do is make a simple town that looks nice and natural. So we will start with a grass base.<br />(NO Screen Its a blank map of grass)<br />And Now We will Decide where the map is located to determine the borders of the map. Example: If we do a forest town we will follow my <a href="http://www.rpgarden.com/showthread.php?tid=13" rel="external nofollow">first tutorial</a> to determine the forest, then we would add houses around and in it afterwards.<br />We will do a ruins town. I've constantly taken notice that people often don't know what to do with re-inhabited ruins. So now we will Map some cliffs and broken walls.<br /><img src="http://i.imgur.com/Wjn0Fby.png" alt="Wjn0Fby.png" /><img src="http://i.imgur.com/Wjn0Fby.png" alt="Wjn0Fby.png" /><img src="http://pre00.deviantart.net/4d29/th/pre/f/2015/134/9/4/1_by_crow5derlock-d8tc97t.png" alt="1_by_crow5derlock-d8tc97t.png" /><br />In this image I took some tome to shift click map, I will not be teaching you this. But notice the way the walls are, they are incomplete and look sloppy, but this is what walls look like when they are in ruins. Also notice the cliffs don't have shadows, I am not using auto cliffs in this map.<br /><br />Next we have to add some buildings old and new. Try to locate older buildings closer to walls and try to incorporate newer buildings with some old buildings.<br /><img src="http://i.imgur.com/EKfNKsX.png" alt="EKfNKsX.png" /><img src="http://pre12.deviantart.net/0ac5/th/pre/f/2015/134/7/2/2_by_crow5derlock-d8tc9d1.png" alt="2_by_crow5derlock-d8tc9d1.png" /><br />Now that we have our buildings we need to add Trees and other scenery objects. Adding natural occurring things like water and trees are covered in my first tutorial.<br /><img src="http://i.imgur.com/2nQnRl2.png" alt="2nQnRl2.png" /><img src="http://pre07.deviantart.net/7d2c/th/pre/f/2015/134/b/8/3_by_crow5derlock-d8tc9fr.png" alt="3_by_crow5derlock-d8tc9fr.png" /><br />Sometimes in mapping you run into a situation where shift click doesn't help, in those cases you use an event as a map piece. Like at the top right of this map i used an event to map the tor corner of the roof.<br />Also Don't be afraid to add silly NPC characters to your maps, if the town is empty then it might as well not exist.<br /><br />There you have it the Town tutorial. If you have any questions or suggestions for my next tutorial just ask.<br /><br />Add Paths to your new ruins town. I'll do another town later.<br /><img src="http://i.imgur.com/OuAToUW.png" alt="OuAToUW.png" /></span><img src="http://pre08.deviantart.net/a6af/th/pre/f/2015/134/7/1/4_by_crow5derlock-d8tc9h8.png" alt="4_by_crow5derlock-d8tc9h8.png" /></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#9933cc;"><strike>----------------------------------------------------------------------------------------------------------------------</strike></span></p>
<p><span style="color:#9933cc;">Caves can be some of the hardest and easiest areas to map in. I myself start most cave areas with the Built in dungeon generator. So we will begin with that.<br /><img src="http://i.imgur.com/B2Smm0p.png" alt="B2Smm0p.png" /><img src="http://pre02.deviantart.net/92a0/th/pre/i/2015/134/5/a/2_1_by_crow5derlock-d8tca29.png" alt="2_1_by_crow5derlock-d8tca29.png" /><br />Personally I hate the way these dungeons look, but they make for a quick start of most caved areas the player can explore.  What we'll do next is merge some of the mapped areas and make wider more cave like tunnels. this makes the area seem more diverse and less like a man-made structure.<br /><img src="http://i.imgur.com/JmCIJy4.png" alt="JmCIJy4.png" /><img src="http://pre01.deviantart.net/52c4/th/pre/i/2015/134/1/f/2_2_by_crow5derlock-d8tca2q.png" alt="2_2_by_crow5derlock-d8tca2q.png" /><br />Now that the caves are more rounded and merged they look more natural. These rounded caves make for good dungeon areas, if we made these caves more uniformed then we could easily turn these into mines(a tutorial to come.).<br /><br />For now we are going to Tune up the caves with some natural and un-natural cave features including cave supports and a small spring. It is also a good idea to add an emptiness effect by putting holes in both the ceilings and the ground.<br /><img src="http://i.imgur.com/UgAL8Hl.png" alt="UgAL8Hl.png" /><img src="http://pre02.deviantart.net/95e7/th/pre/i/2015/134/b/9/2_3_by_crow5derlock-d8tca33.png" alt="2_3_by_crow5derlock-d8tca33.png" /><br />Between the last step and now a lot has been added but this map is far from done, if your cave has a fresh watersource then it will likely need some plantlife accompanying it. if you did what I did with the mine walls then you will need to use events to map some of the plants. and since we are eventing a bit you can add a treasure chest or two. and then return to add maybe a skeleton or two. anything added after that is the makers choice, I usually add the dark effect to the map.<br /><img src="http://i.imgur.com/asD5DXd.png" alt="asD5DXd.png" /><img src="http://pre14.deviantart.net/49f3/th/pre/i/2015/134/b/a/2_4_by_crow5derlock-d8tca3d.png" alt="2_4_by_crow5derlock-d8tca3d.png" /><br />due to the priorities of tsukihime's mapshots script the dark effect does not show.<br />Cave maps have hundreds of possible effects brought on by the makers to give each cave its own unique feeling, some will make things glow, some will make it near black, some might even make it rain for god know what reason but caves give the mystery that fuels an rpg. Some find Caves too generic so they avoid them, but if done right then caves can be the best part of an rpg's setting.<br /><br />Enjoy!</span></p>
<p> </p>
<p><span style="color:#9933cc;">Credit: Tsukihime, Me</span></p>
]]></description><guid isPermaLink="false">32015</guid><pubDate>Thu, 14 May 2015 17:04:27 +0000</pubDate></item><item><title>How to Create RPG Battle Themes</title><link>https://www.rpgmakercentral.com/topic/23029-how-to-create-rpg-battle-themes/</link><description><![CDATA[
<p>I realize that there are some people who have taken an interest in Game Audio, but don't know where to begin. I thought it would be a good idea  to create a tutorial that walks a person through basic steps to creating an RPG Battle Theme.</p>
<p> </p>
<p>If you are interested please click the link below. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/smile@2x.png 2x" width="20" height="20" /></p>
<p> </p>
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/videoseries?list=PL_3JjBASupwr9GqnX24FzLWM5XObuF-T2" frameborder="0" allowfullscreen="true"></iframe></div></div>
]]></description><guid isPermaLink="false">23029</guid><pubDate>Tue, 01 Apr 2014 14:43:26 +0000</pubDate></item><item><title>Footstep Sounds</title><link>https://www.rpgmakercentral.com/topic/24169-footstep-sounds/</link><description><![CDATA[
<p style="text-align:center;"><u><strong>Footstep Sounds with Region ID</strong></u></p>
<p style="text-align:center;"><strong><em><span style="color:#800000;">Tutorial on Footstep Sounds with Terrain Tag </span><a href="http://www.rpgmakervxace.net/topic/24169-footstep-sounds/#entry169235" rel="external nofollow"><span style="color:#000080;">here</span></a><span style="color:#800000;">.</span></em></strong></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"> </p>
<p>This is a very easy tutorial on how to create footstep sounds with using region ID's. To make things easier, we are not going to use the common events tab and will keep this event on our map. If you want this as a common event, you will just make it as a parallel process and connect it to a switch.</p>
<p> </p>
<p>Step 1 is to create our map. For this tutorial, I am going to  have a wooden floor and a carpet area (I wanted to do grass, but we don't have any in the interior tilesets).</p>
<p> </p>
<p><img src="http://i.imgur.com/W2K2VXZ.jpg" alt="W2K2VXZ.jpg" /></p>
<p> </p>
<p>Next, we are going to add the region ID. In the top area where the blue character is (the event button), click on the button to the right of it. It should be a square with different colored boxes. When you click on it, you should see all these numbers pop up in the tileset tab.</p>
<p>I am going to use 1 for the wood floor and 2 for the carpet. Fill in the whole map with the region IDs that you want to use.</p>
<p><img src="http://i.imgur.com/yFFlsOm.jpg" alt="yFFlsOm.jpg" /></p>
<p> </p>
<p>Now switch back to the event tab.</p>
<p> </p>
<p>Create a new event and have the trigger be <strong>parallel process</strong>.</p>
<p>The first thing we need to do is set up the Player's X and Y. To do this, just create two variables called <strong>Player X</strong> and <strong>Player Y</strong>.</p>
<p>Now, set the variable Player X to Player's Map X in the Game Data area.</p>
<p><img src="http://i.imgur.com/pCykaXZ.jpg" alt="pCykaXZ.jpg" /></p>
<p> </p>
<p>Do the same exact thing with Player Y, except have it go to Player's Map Y.</p>
<p> </p>
<p>This is how the event should look so far:</p>
<p> </p>
<p><img src="http://i.imgur.com/NjmbgOp.jpg" alt="NjmbgOp.jpg" /></p>
<p> </p>
<p>Next we are going to set up the region ID.</p>
<p>Go to the third tab in the event commands and in the top right corner should be an area called Map. Go to the last button in that area that is called <strong>Get Location Info... </strong>and click on that.</p>
<p>Create a new variable called <strong>Player Region ID</strong>. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y.<br /><img src="http://i.imgur.com/0S4JtQw.jpg" alt="0S4JtQw.jpg" /></p>
<p> </p>
<p>Now you are going to make a conditional branch. You will have the if the player region is equal to 1, else if the player region is equal to 2.</p>
<p>This is how the event should look so far:</p>
<p><img src="http://i.imgur.com/eh9T1gg.jpg" alt="eh9T1gg.jpg" /></p>
<p> </p>
<p>Now make another conditional branch and have it where if the up button is being pressed, if the down button is being pressed, if the left button is being pressed, or if the right button is being pressed.</p>
<p><img src="http://i.imgur.com/Pfkd3WW.jpg" alt="Pfkd3WW.jpg" /></p>
<p>You will do the same exact thing in the conditional branch where the player region ID is equal to 2.</p>
<p> </p>
<p>Inside the new conditional branches we made where we pressed the buttons, we are going to add a wait command so it doesn't sound like a machine gun is going off when we walk. I like to use wait 15 frames myself, but you can play around with it and see what speed you want the footsteps to be.</p>
<p> </p>
<p>Inside the region 1 conditional branch, we are going to add the sound effect. I chose the "knock" SE that come with RPG Maker. Place this under your wait commands.</p>
<p>In the region 2 conditional branch, I used the "blow6" SE since that was the closest I could find to a carpet sound.</p>
<p>Here is what the finished event should look like:</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://i.imgur.com/rAz8iV0.jpg" alt="rAz8iV0.jpg" /></p>
<p><img src="http://i.imgur.com/rzAApdu.jpg" alt="rzAApdu.jpg" /></p>
<p> </p>
</div>
</div>
<p> </p>
<p style="text-align:center;"> </p>
<p>And that is how you create an evented footstep sound. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_happy.png" alt="^_^" srcset="https://www.rpgmakercentral.com/uploads/emoticons/happy@2x.png 2x" width="20" height="20" />  You can add as many region ID's as you'd like and can turn it on or off on any map.</p>
]]></description><guid isPermaLink="false">24169</guid><pubDate>Mon, 26 May 2014 01:02:31 +0000</pubDate></item><item><title>How to make a chasing monster (Like Ao Oni)</title><link>https://www.rpgmakercentral.com/topic/26992-how-to-make-a-chasing-monster-like-ao-oni/</link><description><![CDATA[
<p>Hi there!</p>
<p> </p>
<p>I'm making a horror game and I noticed alot of people wanted to know how to make a monster that chases you through different maps and I came up with a way that worked for me. I hope you can use my system!</p>
<p> </p>
<p><strong>NOTE: If you want a video tutorial <a href="https://www.youtube.com/watch?v=qsMGB9Di2_w&amp;index=2&amp;list=UURD5qCrVADkWZtD_wwhnBLA" rel="external nofollow">click here!</a></strong></p>
<div> </div>
<p><span style="font-size:24px;"><span style="color:rgb(105,105,105);"><em><strong>Switches and Variables</strong></em></span></span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">The first thing you need to do is make a few switches and variables.</span></p>
<p> </p>
<p>Switches</p>
<ul><li>Enemy Chase</li>
<li>Enemy Appear</li>
</ul><p>Variables</p>
<ul><li>Player X</li>
<li>Player Y</li>
<li>Enemy X</li>
<li>Enemy Y</li>
<li>Enemy Chase Length</li>
<li>Enemy Chase Counter</li>
<li>(Optional) Life</li>
</ul><p><strong>Note: Because my enemy is a robot all my switches are named a little bit differently</strong></p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:rgb(105,105,105);"><em><strong>Setting up your enemy</strong></em></span></span></p>
<p> </p>
<p>So your enemy event will look something like this</p>
<p><img src="http://oi59.tinypic.com/1432uer.jpg" alt="1432uer.jpg" /></p>
<p>If you want the enemy to insta-kill just remove the last 2 lines and replace it with "Game Over"</p>
<p> </p>
<p>My custom move route is:</p>
<p> </p>
<p>"Move toward player"</p>
<p>"Move toward player"</p>
<p>"Move toward player"</p>
<p>"Move toward player"</p>
<p>"Move toward player"</p>
<p>"Move at random"</p>
<p>"Move toward player"</p>
<p>"Move toward player"</p>
<p> </p>
<p>Of course settings such as speed move route and the event itself can be changed just make sure you have "Enemy Appear" as a switch.</p>
<p> </p>
<p><strong>Note: You must have the enemy pasted in EVERY MAP for this to work where doesn't matter</strong></p>
<p> </p>
<p><span style="color:rgb(105,105,105);"><span style="font-size:24px;"><em><strong>Setting up map </strong></em><b><i>transferring</i></b></span></span></p>
<p> </p>
<p>For your enemy to transfer maps you must have an event that looks like this</p>
<p><img src="http://oi60.tinypic.com/9763ar.jpg" alt="9763ar.jpg" /></p>
<p>What the common event "Player X and Y" does is later in this post.</p>
<p> </p>
<p>What "Wait [Number] Frame(s)" does is for example: When the player enters a new map after 2 seconds (120 frames) the enemy will appear.</p>
<p> </p>
<p><strong>Note: The set event location is "Set "Enemy" to Robot X, Robot Y"</strong></p>
<p><strong>Note: You must have this event pasted in EVERY MAP for this to work where doesn't matter</strong></p>
<p> </p>
<p><span style="color:rgb(105,105,105);"><span style="font-size:24px;"><em><strong>Common Events</strong></em></span></span></p>
<p> </p>
<p>You will need 2 common events:</p>
<ul><li>Player X and Y</li>
<li>Enemy</li>
</ul><p>First you will need to make the Player X and Y common event what looks like this</p>
<p><img src="http://oi57.tinypic.com/a9mhr8.jpg" alt="a9mhr8.jpg" /></p>
<p>Make sure the trigger is "None"!</p>
<p> </p>
<p>Now you need to make the Enemy common event what looks like this</p>
<p><img src="http://oi61.tinypic.com/2rm5kc2.jpg" alt="2rm5kc2.jpg" /></p>
<p>This common event is basically a timer. If the time is up the monster disappears.</p>
<p> </p>
<p>Now let's move on to the last event!</p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:rgb(105,105,105);"><em><strong>Summoning Enemy</strong></em></span></span></p>
<p> </p>
<p>Of course you need to summon your enemy! This event is only an example.</p>
<p><img src="http://oi59.tinypic.com/wmb7g8.jpg" alt="wmb7g8.jpg" /></p>
<p>The "Enemy Chase Length" is how many seconds you want the enemy to chase you in this case 25.</p>
<p>The "Battle6" BGM is just an example for chase music that's why in the "Enemy Chase" common event there is "Fade out BGM"</p>
<p> </p>
<p><strong>Note: The "Enemy Chase Length" and "Enemy Chase = On" are required! The rest is optional!</strong></p>
]]></description><guid isPermaLink="false">26992</guid><pubDate>Fri, 12 Sep 2014 08:03:34 +0000</pubDate></item><item><title>Change Face set size?</title><link>https://www.rpgmakercentral.com/topic/19233-change-face-set-size/</link><description><![CDATA[<p>I Wonder if its possible to change the faceset size? i want some bigger facesets and i saw it in some games. but how do i  make it?</p>]]></description><guid isPermaLink="false">19233</guid><pubDate>Sat, 12 Oct 2013 19:39:27 +0000</pubDate></item><item><title>The Pixel Dojo---[Total Tuts: 15]---Latest: 01-11-2015</title><link>https://www.rpgmakercentral.com/topic/20383-the-pixel-dojo-total-tuts-15-latest-01-11-2015/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://i.imgur.com/4PbqSDM.png" alt="4PbqSDM.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Welcome to One Cut Studio's</p>
<p style="text-align:center;"><span style="font-family:tahoma, geneva, sans-serif;"><span style="font-size:18px;"> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></span></span><span style="font-size:18px;font-family:tahoma, geneva, sans-serif;"> </span><span style="font-size:18px;font-family:tahoma, geneva, sans-serif;">PIXEL DOJO <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></span><span style="font-family:tahoma, geneva, sans-serif;font-size:18px;"> </span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Please take your shoes off at the door.</p>
<p style="text-align:center;"> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">In martial arts, the <em>dojo</em> is the training hall where the martial artists learn and practice their techniques. The goal of my pixel dojo is very similar. I will be posting tutorials here for you all to read and hopefully learn from. Even though this is the pixel dojo, I still may post tutorials about other topics as well. I hope you find my tutorials useful, easy to understand, and helpful.</span></span></p>
<p> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">Show your support for the Pixel Dojo by adding the following into your signature:</span></span></p>
<p style="text-align:center;"><a href="http://www.rpgmakervxace.net/topic/20383-one-cut-studios-pixel-dojo/" rel="external nofollow"><img src="http://i.imgur.com/SkPRckN.png" alt="SkPRckN.png"></a></p>
<p> </p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:#ff0000;"><u>Tutorial 1: Spriting from Scratch (No Gens./Templates)</u></span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://jstewartmusic.com/wp-content/uploads/2014/04/Easter-Egg-e1398025881832.png" alt="Easter-Egg-e1398025881832.png"></p>
<p> </p>
<p>I noticed that there weren't a lot of pixel art tutorials on this forum and considering that many people request custom sprites and say their own spriting is terrible, I decided to make a tutorial to teach you how to sprite from scratch. Thatâ€™s right, I said â€œfrom scratch!â€ Don't worry. We'll get through this together.</p>
<p> </p>
<p>Keep in mind that there are many different ways to go about spriting. I am only going to show you one method in one style. <u>Practice and experimentation are the key for helping you discover your own methods</u>. I learned a lot by myself from taking resource requests here on this forum. Some of the sprite requests challenged me as an artist which helped me grow.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Programs and Materials</strong></span></p>
<p> </p>
<p>Typically I use <span style="color:#008000;">Photoshop</span> and <span style="color:#008000;">MSPaint</span> when I create sprites. Programs that use layers like Photoshop are really useful for manipulating pixels and experimenting with different shapes before putting your sprites together. Layering programs are also useful when working with templates as you can just build on top of the pre-existing structure. But Photoshop is expensive and templates might actually hinder you in developing your own unique sprites. That is why this first tutorial is going to show you how I made a sprite from scratch using MSPaint.</p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">You will need:</span></span></p>
<ul><li><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">MS Paint or any other software that lets you put one pixel down at a time.</span></span></li>
<li><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">A reference image for the character you want to sprite.</span></span></li>
<li><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">Other skills like patience, perseverance, etc.(which develop over time).</span></span></li>
</ul><p><span style="font-size:18px;"><strong>Tutorial Format</strong></span></p>
<p> </p>
<p>This tutorial is going to work like a think-aloud. Remember those â€œHow to Drawâ€ books in grade school? They showed a few steps that built up successively to a finished drawing of something. It looked so easy in the book but why didn't mine come out like that when I tried? Often, those books lacked a commentary from the artist at each step of the drawing. I am going to think through my process with you to give you insight into why I made the choices that I did. Okay, enough of this letâ€™s get to the actual tutorial already. I bet you are dying to know what character I am going to sprite.</p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:arial, helvetica, sans-serif;"><strong>The Sprite and Sizes</strong></span></span></p>
<p> </p>
<p>I am going to create an original sprite of <span style="color:#ff0000;">Spiderman</span>. Now I need to decide what size sprite to make him. The RTP uses sprites sized at 32 pixels in width by 32 pixels in height. You may often see these referred to as â€œchibi sprites.â€ Chibi is sometimes also known as SD (super deformed), but we will get to why that is important in a little bit.</p>
<p> </p>
<p>I could also make the sprite 32 pixels in width by 48 pixels in height. These dimensions are most commonly found in â€œMackâ€ styled sprites.</p>
<p> </p>
<p>A sprite can be any number of dimensions width by height ,but <span style="color:#008000;">chibi</span> and <span style="color:#008000;">Mack</span> are the common standards. Since I wanted to make a sprite that most people can use I chose the RTP dimensions: 32 x 32.</p>
<p> </p>
<p>I have my work cut out for me for sure. Spiderman has a detailed costume with all the webbing on it etcâ€¦ How am I going to create a sprite that when someone sees it they recognize it as Spiderman? Stick with me to learn some tips that will help you on your way to creating some awesome sprites from scratch.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Step 1: Finding Your Center</strong></span></p>
<p> </p>
<p>First I open a new document in <span style="color:#008000;">MSPaint</span> and set the canvas size to 32 x 32 pixels.</p>
<p>Next I find the center of the square. Because each side of the square is even, it doesn't divide with only one line crossing through the center. A 33 x 33 square would allow for a single line to cut through the middle of the square with an even number of pixels on either side of that bisecting line. Sorry for this geometry stuff but it is important. Hopefully the picture illustrates what I mean.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/FaGCZXa.png" alt="FaGCZXa.png"></p>
<p style="text-align:center;"> </p>
<p><span style="font-size:18px;"><strong>Step 2: Choosing Your Symmetry</strong></span></p>
<p> </p>
<p>I want to decide on the symmetry of my sprite. Just like my square; do I want the sprite divided in the middle by two lines or by one? For Spiderman I chose to make a single dividing line so that he has an even number of pixels on each side of the division.</p>
<p>This does two things:</p>
<ul><li>It offsets the sprite from the center either a pixel to the left or right but seen from a farther distance that one pixel offset really doesn't matter.</li>
<li>It allows me to get the detail I want from Spidermanâ€™s costume. Youâ€™ll see that the design of the spider emblem on his chest works better this way.</li>
</ul><p style="text-align:center;"><img src="http://i.imgur.com/tYFJuUu.png" alt="tYFJuUu.png"></p>
<p style="text-align:center;"> </p>
<p><span style="font-size:18px;"><strong>Step 3: Proportioning Your Sprite</strong></span></p>
<p> </p>
<p>In the chibi style the character is drawn in two â€œhead-lengths.â€ This means that the total height of the character is two of its heads including the actual head. To break it down even further; you have one giant head and the rest of the body (torso, arms, legs, and feet) fit into the other head length. Can you see how this style might be referred to as â€œsuper deformedâ€ now?</p>
<p> </p>
<p>Now you might be thinking â€œHow the heck am I going to fit all that detail into this tiny sprite especially with that large head so that it looks like Spiderman?â€</p>
<p> </p>
<p>Have you ever seen a caricature of someone and were like: â€œWow! That really looks like (so &amp; so)!â€ Letâ€™s be realistic. It doesn't really, especially with the tiny body. The recognition comes from the enlarged face and exaggerated features unique to that individual which our brains use as clues to recognize them. <u>Spriting in the chibi style is very similar to caricature drawing</u> in this sense. We pick a unique feature that is an identifying cue of our subject and exaggerate it. Therefore, with Spiderman we are going to put the most emphasis and exaggeration on his iconic mask.</p>
<p> </p>
<p>Getting back to the proportioning, I simply draw two ovals to get a sense of where my head lengths are.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/MYknWog.png" alt="MYknWog.png"></p>
<p style="text-align:center;"> </p>
<p><strong><span style="font-size:18px;"><span style="font-family:arial, helvetica, sans-serif;">Step 4: Defining the Shapes</span></span></strong></p>
<p> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">Now is the time to bring in your reference image. I found an image on google that showed the detail I wanted with colors I liked (more on that later). I pasted it into my MSPaint canvas, resized it a little and moved it over next to the sprite body I was going to be working on.</span></span></p>
<p> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">First I defined the shape of the head.</span></span></p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/iHFu7bK.png" alt="iHFu7bK.png"></p>
<p style="text-align:center;"> </p>
<p>Then I define the shape of the body.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/h7TyBhu.png" alt="h7TyBhu.png"><img src="http://i.imgur.com/1u9WgYa.png" alt="1u9WgYa.png"></p>
<p style="text-align:center;"> </p>
<p>I experimented with a few different body shapes. Donâ€™t be afraid to experiment. The image on the top has a more muscular feel to it compared to the image on the bottom. I decided to go with the image on the top because I felt it was more befitting of a superhero.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> THE DOJO NINJA'S WORDS OF ADVICE:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>Here are some general body proportion rules that people often mess up:</p>
<ul><li>Eyes are centered on the head.</li>
<li>The tips of the ears align with the top line of the eye or sometimes the brow.</li>
<li>Shoulders typically extend a half-head width in either direction from the center line of the body.</li>
<li>When arms are hanging down the hands reach past the waist and hang about the upper thigh.</li>
</ul><p>These basic drawing proportion rules will help you when you sprite, and I might do a separate tutorial on these later on.</p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="font-size:18px;"><span style="font-family:arial, helvetica, sans-serif;">Step 5: Picking color</span></span></strong></p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">Using the <span style="color:#008000;">eyedropper tool</span> I sample both the red and blue color in Spidermanâ€™s costume from the reference image. These two colors will serve as my <span style="color:#008000;">base color</span> when I color my sprite. <u>My base color is going to be my middle value on a scale of values</u>. I wonâ€™t go into color theory here (also maybe another tutorial right there), but basically we want different values of our base color to show variations in depth and position to where a light source is coming from. This helps our character not look flat.</span></span></p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">Using our base colors we make something called a <span style="color:#008000;">ramp</span>. A simple ramp shows variations in the lightness and darkness of your base color in order from the darkest value to the lightest value.</span></span></p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">I made one for both my red and blue base color. I chose to have two values darker and two values lighter on either side of the base colors. You can do this by selecting your base color, going to â€œColors," then "Edit Colors, and "Define Custom Colors,â€ and sliding the arrow higher or lower on the spectrum. We will use these values</span></span><span style="font-family:arial, helvetica, sans-serif;"> for shadows and highlights.</span></p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/ISy9ZQg.png" alt="ISy9ZQg.png"></p>
<p style="text-align:center;"><span style="color:#0000ff;">Selecting and Editing the Values</span></p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Oti1ED7.png" alt="Oti1ED7.png"></p>
<p style="text-align:center;"><span style="color:#0000ff;">Completed Ramps</span></p>
<p style="text-align:center;"> </p>
<p><span style="font-size:18px;"><strong>Step 6: Outlining Major Sections</strong></span></p>
<p> </p>
<p>The next thing to do is carefully look at the reference image and determine where there are major areas of color and draw in those outlines with your base colors. For example, Spiderman has red that carries from his mask to his shoulders and along the outsides of his arms. He also has red gloves, boots, belt, and chest section. Everything else is blue.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/y2cDgtt.png" alt="y2cDgtt.png"></p>
<p style="text-align:center;"> </p>
<p><strong><span style="font-size:18px;">Step 7: Base Coloring</span></strong></p>
<p> </p>
<p>Now I use my outline as a guide to block in the base colors of Spiderman's uniform.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/6dwCz1h.png" alt="6dwCz1h.png"></p>
<p style="text-align:center;"> </p>
<p><strong><span style="font-size:18px;">Step 8: Step Back and Revise</span></strong></p>
<p> </p>
<p>Now is a good time to zoom out and check what your sprite looks at from its actual size. <u>Just because your sprite looks good up close doesn't mean that it looks good farther away</u>. Too much going on in a space can make your sprite look muddy. You will see an example of that later on.</p>
<p> </p>
<p>Make changes as necessary. You can change the colors, the outlines, the basic body shapes. Fix it until you like the way it looks even though it is still flat. Adding depth comes next. But from here on out you must periodically zoom out to see how your sprite looks at its real size and make adjustments accordingly.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Step 9: Adding Depth</strong></span></p>
<p> </p>
<p>Right now, our Spiderman sprite is looking very flat. This is where our color ramps come in handy.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> THE DOJO NINJA's WORDS OF ADVICE:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<ul><li>We pick a <span style="color:#008000;">light source</span> (this is the direction light is coming from). You commonly see the light coming from the top left.</li>
<li>The values of our colors are going to be lighter as they get closer to the light source and darker as they get further away from the light source.</li>
<li>We also use these value tricks when animating sprites but that is another tutorial.</li>
<li>Light acts differently on different surfaces, but when working with such a small image it is good to work in chunks of color blending as needed. The viewer's mind will fill in the gaps.</li>
<li>
<span style="color:#008000;">Contrast</span> is super important! Contrast is the difference between values. The greatest contrast is between black and white. Sometimes it is hard to see colors if they are paired next to another color similar in value. When this happens your sprite looks muddy.</li>
<li>Light casts shadows based on the contour of the object. Since Spidermanâ€™s head is primarily a sphere we follow techniques for shading spheres. If he was 3-D, his chin would jut out.This would block the light creating a shadow underneath the chin.</li>
</ul><p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>All these things take time and patience to develop. I make mistakes all the time and think â€œWoof that is ugly!â€ So then I think â€œWhat is making it ugly and how can I fix it?â€</p>
<p> </p>
<p>Okay enough lecturing. I could make this tutorial into a book with all my full-sized screenshots but Iâ€™m afraid that I might lose you. So to finish this tutorial I am going to show a progression of my spriteâ€™s designs in sequence at an expanded view culminating with the final sprite. Iâ€™ll have a comment on the design for each frame.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>The Progression:</strong></span></p>
<p style="text-align:center;"><span style="color:#0000ff;">Zoomed View</span></p>
<p style="text-align:center;"><img src="http://i.imgur.com/cAa0QXg.png" alt="cAa0QXg.png"></p>
<p style="text-align:center;"> </p>
<ol><li>I started by defining the head.</li>	<li>I drew an outline of the body but decided it looked weak.</li>	<li>I bulked Spiderman out a bit and outlined his the major areas of color. You may notice that I left a one pixel red line at the bottom of the frame. I find it easier to animate the character stepping forward by having the feet move down a pixel.</li>	<li>I filled in the outline color blocks with the base colors.</li>	<li>I decided that in order to fit his spider emblem in I would have to reshape his head. In doing so I lost that pixel space at the bottom, but it was necessary.</li>	<li>I added the spider emblem to the costume and added the webbing detail to his mask using the red value one darker than the base.</li>	<li>Here I was experimenting with color. I swapped out the base colors with their values that were one step lighter and brought the value of the webbing up by one step as well, and added webbing to the torso. (Basically I moved each color from step 6 up a step in their respective ramps.)</li>	<li>I brought each color back down a step in their respective ramps to the values shown in frame 6.</li>	<li>Zoomed out, frame 8 looked a little muddy. So then again I moved the colors up a step in their ramps with the exception of the webbing color which remained the same. This definitely gave some more contrast and definition. Still no depth yet.</li>	<li>I switched back to the coloring used in frame 8.</li>	<li>Using a copy I had made of my sprite with only the base colors blocked in, I started to play around with the lighting. I chose to have the light come from the top left corner. You can see that the values are lighter closer to the light and darker farther away. The effect of body contours is also being observed. I did it without the webbing pattern first to refine how I wanted to light and shade the body before adding the webbing back in. Notice that the dark value continues to form an outline around the sprite even around the lighter areas. This is a stylistic choice.</li>	<li>In this frame I take away that dark outline and replace it with values more appropriate to the location of the light source. This makes the sprite appear softer. This is another stylistic choice.</li>	<li>I decided to stick with the dark outline style and started adding in the webbing pattern. I also created a ramp of gray values to appropriately value the eyes of the mask. It looked strange that the shading was being applied to all the other parts of the costume but not the eyes.</li>	<li>The finished product after a few revisions.</li>
</ol><p style="text-align:center;"><span style="color:#0000ff;">View at Regular Size:</span></p>
<p style="text-align:center;"><img src="http://i.imgur.com/nSSwgrN.png" alt="nSSwgrN.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="color:#0000ff;">The End Result:</span></p>
<p style="text-align:center;"><img src="http://i.imgur.com/PS1I57I.png" alt="PS1I57I.png"></p>
<p style="text-align:center;"> </p>
<p><strong><span style="font-size:18px;">Final Thoughts</span></strong></p>
<p> </p>
<p>And there we have it! Spiderman from scratch! You did well to stay with me this far and I commend you for that. If you liked my tutorial or thought it helpful please leave a comment below. </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><span style="font-size:24px;"><u>Tutorial 2: Sprite Sheet Fundamentals in RMVXAce</u></span></span></p>
<p> </p>
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<p> </p>
<p>This tutorial is meant for newcomers to the RMVXAce community who would like to learn a little more about how <span style="color:#008000;">Sprite Sheets</span> work. First you need to know the lingo. Become familiar with the key terms and their definitions below.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Key Terms and Definitions</strong></span></p>
<p> </p>
<p><span style="color:#008000;">Sprite</span>: a game object made of pictures of drawn pixels that can be moved around the screen. Sprites can be controlled by the player or by events in the game.</p>
<p> </p>
<p><span style="color:#008000;">Pixel</span>: Pixel is a portmanteau for â€œpicture element.â€ In case you donâ€™t know what portmanteau is, it is a combination of two words to make a new word. For example: breakfast + lunch = â€œbrunch.â€ Sorry for the digression but word play is fun. Anyways the pixel is the smallest unit of an image. We often use pixel measurements to define the dimensions of a sprite.</p>
<p> </p>
<p><span style="color:#008000;">RTP</span>: RTP stands for "Run-time Package." The RTP is the set of pre-made resources that came with the original program including everything from the graphics, music, database items, etc.</p>
<p> </p>
<p><span style="color:#008000;">TOU</span>: TOU stands for "Terms of Use." When using pixel art from  pixel artists, they will often have a link to their TOU. The TOU tells you the rules for using their art in your games.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SPECIAL TIP:</p>
<p> </p>
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<p>Note that some artists may use a different term other than TOU, but the premise is the same. Any time you use resources from a source on the internet you need to check if there are any conditions and always give proper credit where it is due. (Otherwise you would be a pirate...and we all know ninjas are better than pirates...)</p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#0000ff;">Common Image File Types:</span></p>
<p> </p>
<p>As you come across pixel art on the world wide web, you may find yourself confronted with different file types. If you are working on a sprite in MS Paint for example and you want to save it, but there are so many graphic file types to choose from. What should you use? Below you will see some of the most commonly used image files.</p>
<p> </p>
<p><span style="color:#008000;">.JPG</span>: also known as JPEG stands for Joint Photo Expert Group. The JPEG file format Uses â€œlossy compressionâ€ meaning to save storage it â€œlosesâ€ some quality. The more you compress the image the more quality you lose. Not so great for pixel art. If it helps the Dojo Ninja recommends you to remember .JPG as "Just Plain Garbage."</p>
<div> </div>
<p><span style="color:#008000;">.BMP</span>: This file extension is known as a "Bitmap." The number of colors that can be used depends on how many bits each pixel can store. Bitmaps usually have large file sizes and can be compressed by some methods using â€œlossless compressionâ€ meaning that the file size takes up less space but the image quality isnâ€™t reduced. However, bitmaps are limited in that they can't store information about transparency layers. So for .BMP, the Dojo Ninja recommends you to remember it as â€œBasic Mediocre Pictures."</p>
<p> </p>
<p><span style="color:#008000;">.PNG</span>: This file extension stands for "Portable Network Graphic." You will often hear people refer to them as "Pings." Pings support â€œlossless data compressionâ€ meaning compressing the image to make it smaller doesnâ€™t lmake the image lose quality. It also allows degrees of transparency/opacity to be saved which bitmaps canâ€™t handle. Dojo Ninja recommends you remember the .PNG as â€œPerfectly Neat Graphics."</p>
<p> </p>
<p>All of these image file types have their usefulness in some application or another, but for pixel art  <u>the pixel ninja recommends .PNG as the best choice</u>.</p>
<p> </p>
<p><strong><span style="font-size:18px;">Anatomy of the Sprite Sheet</span></strong></p>
<p> </p>
<p>An individual sprite sheet for a single sprite consists of 12 frames arranged into three columns and four rows. The four rows define what direction the sprite is facing. The three columns define the foot position of the sprite.</p>
<p> </p>
<p>Here is a quick example of a single sprite sheet:</p>
<p> </p>
<div style="text-align:center;"></div>
<p> </p>
<p>Essentially, the game screen is a large rectangle with four sides. You can imagine each side as borders on a picture frame. The image of the sprite changes depending on which â€œborderâ€ or side of the screen the sprite is walking towards.<u>The directions are based on the viewerâ€™s vantage point (the person staring at the screen) and <strong>not</strong> from the spriteâ€™s.</u></p>
<p> </p>
<p><span style="color:#0000ff;">Explanation of the Rows:</span></p>
<p> </p>
<ul><li>The <span style="color:#008000;">first row</span> at the top is labeled â€œ<span style="color:#008000;">Down</span>.â€ You will see these graphics when the sprite is moving from a higher position on the screen to a lower position on the screen.</li>
<li>The <span style="color:#008000;">second row</span> is labeled â€œ<span style="color:#008000;">Left</span>â€ Even though the character is facing to their right it is named left because it is to the viewerâ€™s left. You will see these graphics when the sprite is moving to the left side of the screen from the right side of the screen.</li>
<li>The <span style="color:#008000;">third row</span> is â€œ<span style="color:#008000;">Right</span>â€. Again, the sprite is moving from the left side of the screen to the right side of the screen, even though this is technically the spriteâ€™s â€œleftâ€ side.</li>
<li>The <span style="color:#008000;">fourth and bottom row</span> is labeled â€œ<span style="color:#008000;">Up</span>". You will see these graphics when the sprite is moving up towards the top border of the screen.</li>
</ul><p><span style="color:rgb(0,0,255);">Explanation of the Columns:</span></p>
<p> </p>
<ul><li>The <span style="color:#008000;">first column on your left</span> is for when the character is taking a <span style="color:#008000;">step forward</span> with their <span style="color:#008000;">right leg</span>.</li>
<li>The <span style="color:#008000;">middle column</span> is for when the character is standing with <span style="color:#008000;">both feet together</span>.</li>
<li>The <span style="color:#008000;">third column on the right</span> is for when the character is taking a <span style="color:#008000;">step forward</span> with their <span style="color:#008000;">left leg</span>.</li>
</ul><p>The two diagrams below demonstrate the directions and pattern for each column and row.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/VLivyon.png" alt="VLivyon.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/kbxCu5J.png" alt="kbxCu5J.png"></p>
<p> </p>
<p> </p>
<p><strong><span style="font-size:18px;">Sprite Sets</span></strong></p>
<p> </p>
<p>In the RTP you will see that sprites are not by themselves. In fact, eight individual sprite sheets are combined to form one larger sprite sheet. These larger sheets are two characters tall by four characters wide. See the sample below. This sprite sheet combines 7 individual sprite sheets. I just happened to use the space for the eighth sprite as a place to put my artist information.</p>
<p> </p>
<div style="text-align:center;"><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-33980-0-02985100-1380133217.png" data-fileid="6187" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-33980-0-02985100-1380133217_thumb.png" data-fileid="6187" class="ipsImage ipsImage_thumbnailed" alt="post-33980-0-02985100-1380133217_thumb.png"></a></div>
<p> </p>
<p><strong><span style="font-size:18px;">Special Filename Symbols</span></strong></p>
<p> </p>
<p>But what if I wanted to import only a single character's sprite sheet? How would I do that? The solution is to use special symbols that are attached to the beginning of an images file name.</p>
<p> </p>
<ul><li>Placing the â€œ<span style="color:#008000;">$</span>â€ character at the beginning of the file name allows you just to upload an individual sprite sheet. It tells RMVXAce to use a mathematical operation to figure out where your 12 directional frames are. If you import a single sprite sheet without the "<span style="color:#008000;">$</span>" symbol in front of the file name the result is rather odd. An example of a sprite saved with the "<span style="color:#008000;">$</span>" symbol would be: <span style="color:#0000ff;">$my_lonely_sprite.png</span>
</li>
<li>The "<span style="color:#008000;">!</span>" symbol placed at the beginning of a file name gets rid of the four pixel float. What is the "four pixel float?" RMVXAce automatically raises your sprites by four pixels when being displayed on the screen. This helps your sprites stand out against the tiled background. It is also useful when the sprite is walking over tiles that have a rounded corner. Take a look at the sample image below.</li>
</ul><p style="text-align:center;"><img src="http://i.imgur.com/FwpY7Ov.png" alt="FwpY7Ov.png"></p>
<p style="text-align:center;"> </p>
<p>The two sprites of Spiderman on the left are what happens normally. The "four pixel float" is in effect. You can clearly see this by looking at the edge of the autotile and the sprite on the upper left.</p>
<p> </p>
<p>The two sprites of Spiderman to the right were imported under a file name that had a "<span style="color:#008000;">!</span>" at the beginning of it. Can you see how the pixel float is eliminated and the bottom edge of both sprites lines up with the tiles beneath them?</p>
<p> </p>
<p>An example of a file saved with the "<span style="color:#008000;">!</span>" symbol could be: <span style="color:#0000ff;">!my_grounded_sprites.png</span></p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SECRET TIP:</p>
<p> </p>
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<p>The two symbols can be combined at the beginning of a file name to apply both effects, so you can import a single sprite sheet and get rid of the four pixel float. An example of a file saved with both symbols could look like this: <span style="color:#0000ff;">!$my_grounded_lonely_sprite.png</span></p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="font-size:18px;">Final Thoughts</span></strong></p>
<p> </p>
<p><span style="font-size:14px;">I hope this tutorial has been helpful for you and maybe you learned something new. Leave a comment below or like. You can even offer suggestions for future tutorials. </span>A future tutorial I have planned will talk about animating sprites including objects through manipulating the display of the 12 frames used in a single sprite sheet. Happy Spriting!</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><span style="font-size:24px;"><u>Tutorial 3: Animating Your Sprite to Walk Around</u></span></span></p>
<p> </p>
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<p> </p>
<p> </p>
<p>Now that we have our individual sprite in the front pose (see first tutorial), we want to be able to use it in the game. For this to happen we need to put it into the sprite sheet for all 12 frames (see second tutorial). We already have 1 pose. Now we need to make the other 11!</p>
<p> </p>
<p>Seems like a lot of work, right? It is, but if we work smart we can save a few headaches.</p>
<p><span style="color:#0000ff;">*Note: The steps in this tutorial are all done in MS Paint. Sure I could have used Photoshop or Gimp but I wanted to show you how pixel art is done the old fashioned way without anti-aliasing brushes, layers, and a whole bunch of editing tools</span>. <u>You can actually learn a lot when you are forced to be creative using the tools you have. You will also develop more appreciation for the art</u>.</p>
<p> </p>
<p>This is going to be a <strong>long</strong> tutorial. I hope you stick with me until the end.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Setting Up Your Frame Template</strong></span></p>
<p> </p>
<ul><li>First we open up our single frame sprite in MS Paint. The image's size is set to 32 x 32 pixels.</li>
<li>MS Paint's default primary color is black and the secondary color is white.</li>
<li>Choose a new primary color that is not in your sprite's colors and is not white. I chose a light green.</li>
<li>Then use the paint bucket tool to fill in the background behind your sprite. Make sure to fill in any gaps.</li>
</ul><p style="text-align:center;"><img src="http://i.imgur.com/7yyLUU7.png" alt="7yyLUU7.png"></p>
<p> </p>
<ul><li>Now we go to <em>Image</em> <span style="font-family:wingdings;">Ã¨</span> <em>Attributes</em>  and set the image size to 96 x 128 pixels.</li>
<li>Use the <em>marquee tool</em> and select the 32 x 32 sprite starting at 0,0.</li>
<li>Then <em>Edit</em> <span style="font-family:wingdings;">Ã¨</span> <em>Copy</em>
</li>
<li>
<em>Paste</em> in the top right corner.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/IsvsOqQ.png" alt="IsvsOqQ.png"></p>
<p style="text-align:center;"> </p>
<ul><li>Paste the copy into the middle column of the second row. Use the bottom corners of the two sprites we already have in the top row to align your square.</li></ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/FCrndM4.png" alt="FCrndM4.png"></p>
<p style="text-align:center;"> </p>
<ul><li>Keep pasting by aligning the corners so you have a checkerboard pattern.</li>
<li>Fill in the white squares with a different color not used by your sprite to complete your grid template.</li>
<li>I also copied and pasted a sprite to the middle top row and made the background color match our checkerboard pattern.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/9cUOWik.png" alt="9cUOWik.png"></p>
<p style="text-align:center;"> </p>
<p>The good news is that with a completed sprite in the middle top square we are 1/12 of the way done!</p>
<p> </p>
<p style="text-align:center;"><span style="color:#0000ff;">From here on out I will be using these codes to refer to specific frames within the grid. The letter represents the frame's facing direction and the number is the column the frame is in with column 1 starting at the right.</span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/AqjGvOH.png" alt="AqjGvOH.png"></p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SPECIAL TIP:</p>
<p> </p>
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<p>Since you canâ€™t save layers in bitmaps, you can save multiple bitmaps for each of your critical choices or major steps.</p>
</div>
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<p> </p>
<p> </p>
<p> Next I open up the completed line art and color blocked sprite I had saved as a separate bitmap from before. Copy and paste it into your new sprite sheet at D3. Fill in the background color if it is helpful to you.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/50Ws1cy.png" alt="50Ws1cy.png"></p>
<p> </p>
<p><u>When you are working without any layering options, I've found that it is a lot easier to animate by using the base sprite without any shading or highlighting</u>. There are a couple reasons why this makes sense and it will become clear to you shortly. (Trust me it will save you time and aggravation.)</p>
<p> </p>
<p> *Remember that there are many ways to do something. I am just showing you one of those ways.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Taking the First Step</strong></span></p>
<p> </p>
<p>If you read my second tutorial you will know that for each facing direction there are three postures: step forward with the right leg, both feet together, and step forward with the left leg.</p>
<p> </p>
<p>Since we have the down-facing feet together posture done (D2), we are going to start animating that. I always start with the frame that puts the left foot forward. This is just personal preference.</p>
<p> </p>
<p>So what happens when the character takes a step? How do we create the illusion that there is more depth?</p>
<p> </p>
<p>We already know that the left leg is coming forward.</p>
<p> </p>
<p>We can put the right leg back to create a sense of distance between the two.</p>
<p> </p>
<p>Well wait! How do we show the difference between what is coming forwards or going backwards?</p>
<p> </p>
<p>Answer: We resize and re-color. To create the illusion of depth we are going to make the foot coming towards the screen bigger and shrink the foot going away from us. We also use color values.  By making the receding leg/foot darker it creates a sense of distance between the two.</p>
<p> </p>
<p><u>RECAP</u>:</p>
<p><span style="color:#0000ff;">Going Forward = Bigger + Lighter</span> (Occasionally)</p>
<p><span style="color:#0000ff;">Going Backwards = Smaller + Darker</span> (Occasionally)</p>
<p> </p>
<p>Whoa! Whoa! Whoa! What is this â€œoccasionallyâ€ you sneaked in there?</p>
<p> </p>
<p>Well <span style="color:#0000ff;">the coloring also depends on where the light source is coming from</span> remember? Thatâ€™s why I told you to import a basic line and color sprite.</p>
<p> </p>
<ul><li>Now I am going to do what I just said. I am making the left foot come forward and appear bigger, and the right foot goes backward and shrinks.</li>
<li>Iâ€™m leaving the colors alone for now.</li>
<li>I experiment by adjusting the pixels around and stop when I am moderately happy with what I have.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/MZX5l6g.png" alt="MZX5l6g.png"></p>
<p style="text-align:center;"> </p>
<p>Right now it still looks a little awkward. Partly because there is no shading, but also because we now need to adjust the sprite's upper body. <u>People donâ€™t usually walk with their hands pinned to there sides</u>. <u>The arms sway back and forth</u>. <span style="color:#0000ff;">The general rule of thumb is that the hand opposite to the leg moving back is also moving back and the hand opposite the forward moving leg is also moving forward</span>...So in this frame the left leg is moving forward; the right hand is moving forward. The right leg is moving back; the left hand is moving back.</p>
<p> </p>
<ul><li>My next step is to create the right hand forward and left hand back, applying the same tricks we applied to the feet.</li>
<li>I will also fill in the  base colors as needed.</li>
<li>Because some body parts are either moving away or towards, we might not get to see all of them. </li>
</ul><p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S Training Exercise:</p>
<p> </p>
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<p>Look at yourself in a mirror facing it directly. Raise an arm and point to your finger right at your reflection. In the mirror you should see that your finger and hand are really big and that you may only see a small part of your arm. This is an effect called <em>foreshortening</em>.</p>
</div>
</div>
<p> </p>
<p> </p>
<p>So to create the first step what I ended up doing was:</p>
<p> </p>
<ul><li>I made the left shoulder more narrow as that part of the body is going away from us.</li>
<li>I made his left arm smaller.</li>
<li>I made his right hand come forward.</li>
<li>I also used the marquee tool to select the right foot and flip it horizontally. I think it looks better this way.</li>
</ul><p>Next we use the <em>marquee tool</em> to select the frame we just finished.</p>
<p>Copy, paste it to D1, and than flip it horizontally. Now you have both stepping frames completed! </p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Cv1cLu2.png" alt="Cv1cLu2.png"></p>
<p> </p>
<p><span style="font-size:18px;"><strong>Back It Up</strong></span></p>
<p> </p>
<p>For the other directions we have to re-interpret our sprite facing different ways and scratch sprite again. But this time we can use what we learned from the original scratch as a guideline. Our reference image is also useful to have.</p>
<p> </p>
<ul><li>The next thing I do is create the U2 frame.</li>
<li>Once again I paste in my â€œbase flatâ€ where the U2 frame is.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/H4x7bee.png" alt="H4x7bee.png"></p>
<p> </p>
<p>I need to edit this sprite to accurately show what Spiderman looks like from the rear. I can keep a lot of what I have so far. I can keep his arms, belt, legs, and boots the same. I need to bring up the lines on his back to open up more room to add his red spider symbol. And probably the most work will go into adjusting the back of his head. I also flattened his feet by adding a pixel to indicate the back of the foot showing the heels.  However, I still donâ€™t like his head.</p>
<p> </p>
<p>Next we copy our newly made U2 sprite and paste it into the U3 position. I filled in the square dark green for my own benefit. It isn't necessary but helpful at times so you donâ€™t get your pixels mixed up.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/AJsC2hd.png" alt="AJsC2hd.png"></p>
<p style="text-align:center;"> </p>
<p>Now we edit our newly pasted sprite to make the left leg appear as if it is going forward and the right leg appear as if it is coming back. Same is true for the arms; left arm back and right arm forward.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/pyivgQ1.png" alt="pyivgQ1.png"></p>
<p style="text-align:center;"> </p>
<p>Now use the <em>marquee tool</em> again to copy the  U3 sprite and paste it into the U1 position.</p>
<p>Then flip the image horizontally.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/ebSlUw7.png" alt="ebSlUw7.png"></p>
<p> </p>
<p>Now we have two directions done!</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Is This My Good Side?</strong></span></p>
<p> </p>
<p>Okay translating the sprite to the profile view is also tricky. I go to L2, select it and move it over to L1. Again I re-colored the frame in to keep the pattern just as a personal preference.</p>
<p> </p>
<p>Now we are going to begin translating our sprite into the L2 pose where the the character is facing left  with both feet together. First I draw some guidelines that line up with some of the major areas of the body and costume.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/jAlrjiQ.png" alt="jAlrjiQ.png"></p>
<p> </p>
<p><span style="color:#0000ff;">You may have noticed that I said I was going to make the left-facing poses, but instead the picture clearly shows my character is posing to the right. That is an error on my part which happens often but is easily fixable. Luckily I catch it later on. The final product will have the correct poses in the proper places.  <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_tongue.png" alt=":P" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/tongue@2x.png 2x" width="20" height="20"></span><span style="color:rgb(0,0,255);"> </span></p>
<p> </p>
<p>Now I start defining some of the basic shapes aligning them to where they were on the front sprite.</p>
<p>*Note: Not everything has to line up exactly. You may find that it looks awful. These are simply guides. I might need to change the look of the lines to fit the side view better.</p>
<p> </p>
<p>Heads in profile are a little different than when viewing from the front. There is a slight curve where the base of the skull meets the back of the neck. Some people elect to do a Â¾ side view. This allows you to see both feet in the image. A real profile view would only show one side of the body. You would only see one leg and one arm.</p>
<p> </p>
<p>Copy and Paste U2 to L3. This way you have both the front and back feet-together sprites to work off of.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/gkNNAGQ.png" alt="gkNNAGQ.png"></p>
<ul><li>We are not going to see much of the costumes details from the side view. I want to make sure I get the iconic eye that will help establish our sprite as Spiderman.</li>
<li>I blocked in some colors and forms that I think are okay. I might revise them as I go along.</li>
<li>Now I am going to copy and paste L2 to L3. I am holding off on costume details for now.</li>
<li>I got rid of the guidelines and added in the dark green border again.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/A0iFm4v.png" alt="A0iFm4v.png"></p>
<p style="text-align:center;"> </p>
<p>Following the concepts of closer is bigger and farther is smaller. And the opposite step/arm swing methods, I will start to edit the base side sprite to achieve the L3 pose.</p>
<p> </p>
<p>I have the L3 pose finished. I made some adjustments to the base side sprite but I still might make more. Make sure to zoom out once and awhile to see it what your sprite looks like at its full resolution. I am not particular fond of my L3 Pose. This proved to be quite tricky. But for this tutorial I am not going to fuss with it anymore.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/lw6CD7h.png" alt="lw6CD7h.png"></p>
<p> </p>
<p>Next we will again copy the L2 pose and paste it into the L1 frame. This time we will create the pose for the right leg stepping forward and the left leg stepping back. This time the left arm will be swinging forward and the right arm will be swinging backward.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/V7wyfCZ.png" alt="V7wyfCZ.png"></p>
<p> </p>
<p>A few notes on the swinging arms and the distance between the legs. <span style="color:#0000ff;">The further the distance between the two extremes will produce a look that the character is moving faster</span>. In this case, Spiderman may look as if he is running.</p>
<p> </p>
<p>I still do not like these step animations. Moving pixels can be very frustrating without layers, but it is an excellent skill builder. Maybe they will come together with the shading.</p>
<p> </p>
<p>Okay, Now the L3 Pose is done. Now we need to add the costumeâ€™s web pattern in for all three of the poses in our facing left row. (His head reminds me of an alien for some reasonâ€¦)</p>
<p> </p>
<p>Now the pattern has been added to all the three poses in the left facing row.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/gH7mXDx.png" alt="gH7mXDx.png"></p>
<p style="text-align:center;"> </p>
<p>This step wasnâ€™t fun. Once again I think chibi sprites are difficult because you have to capture the essence of the character without being able to capture too much detail. Hmmâ€¦maybe a Mack-sized Spiderman is in order.</p>
<p> </p>
<p>The headaches are almost over. The next step shows why working smarter pays off.</p>
<p>We are going to use the <em>marquee tool</em> again and select the entire row of left-facing poses.</p>
<ul><li>Then we are going to copy them and paste them into the facing right row.</li>
<li>While the row of poses is still selected we rotate them horizontally.</li>
<li>Take L2, highlight with the <em>marquee tool,</em> copy, paste onto R2, flip horizontally, and then align center. In this case, I shifted my pasted pose a pixel to the left so that the outside corners of the eyes would line up.</li>
</ul><p>See picture:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/dqX2nQa.png" alt="dqX2nQa.png"></p>
<p> </p>
<ul><li>Copy L1, Paste it onto R1, and flip horizontally.</li>
<li>Copy L3, Paste it onto R3, and flip horizontally.</li>
</ul><p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/vGGuC7J.png" alt="vGGuC7J.png"></p>
<p> </p>
<p><span style="font-size:18px;"><strong>Adding in the Light Source</strong></span></p>
<p> </p>
<p>We are almost done! The last part is to add the shading to all of our sprites. If it helps, have your color ramp nearby. If we did the shading step before, letâ€™s say on the left-facing sprites, when we flipped them horizontally the light would have been coming from the wrong direction! Now that all our poses are done and flat we can add the shading. Remember, the light source is coming from the upper left. We will use the first completed pose in D2 as our guide. Letâ€™s make some color changes and finish this sprite!</p>
<p> </p>
<p>I made an adjustment to the size of Spidermanâ€™s eye on the side poses. Now it is a little bigger and looks a little better.</p>
<p> </p>
<p>I am also fixing the rear poses because the stepping animation for each one is different.</p>
<p> </p>
<p>I have resisted the urge to open this up in Photoshop or Gimp.</p>
<p> </p>
<p>Now that our complete sprite sheet is done, we can copy and paste the whole thing into an existing sprite sheet file or we can save it with the $ symbol in front of the filename. PHEW!</p>
<p> </p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/aV2VxBx.png" alt="aV2VxBx.png"></p>
<p style="text-align:center;"> </p>
<p><span style="font-size:18px;"><strong>Quality Control</strong></span></p>
<p> </p>
<p>The next step in the process is to see how well it animates in RMVXAce.</p>
<ul><li>Import your sprite into the program.</li>
<li>Set it as your main characterâ€™s graphic and test play.</li>
<li>Observe how it moves around the screen. Does it jolt when way or another? Bob up and down? This helps us determine if our sprite is centered. It should look smooth.</li>
<li>Revise your sprite accordingly.</li>
</ul><p style="text-align:center;"><span style="color:#0000ff;"><u>The Finished Product!!!</u></span></p>
<p style="text-align:center;"><img src="http://i.imgur.com/N7F446x.gif" alt="N7F446x.gif"><img src="http://i.imgur.com/WNd1YL6.gif" alt="WNd1YL6.gif"><img src="http://i.imgur.com/vEovN35.gif" alt="vEovN35.gif"><img src="http://i.imgur.com/M0KNPwp.gif" alt="M0KNPwp.gif"><img src="http://i.imgur.com/SsJMOAr.gif" alt="SsJMOAr.gif"></p>
<p>*NOTE: I did adjust the sprite sheet's hue and brightness in Photoshop because I thought the original looked a little too drab. This sprite will be available to download soon from my graphic resource page.</p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;"><strong>Final Thoughts</strong></span></p>
<p> </p>
<p>Congratulations on making it through that long tutorial! Working with pixels can be difficult so don't give up. Refine, refine, and refine if you have to. Once you learn some basic principles and techniques, you too can create wonderful animated sprites! If you have any questions or comments please reply in the thread below. What kind of tutorial would you like to see next?</p>
<p style="text-align:center;"> </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:#ff0000;"><u>Tutorial 4: Simple Evented Animations</u></span></span></p>
<p><span style="font-size:14px;"></span></p>
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<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p></p>
<p> </p>
<p>The purpose of this tutorial is to show you what you can do with your sprites now that you have them created. Having a sprite that can move around and interact with your world is great. You can make your game seem more alive when the characters in the game are doing something. Too often the <strong>Non-playable Characters</strong> (NPCs) are either:</p>
<p> </p>
<p>Walking around aimlessly</p>
<p> </p>
<p>---or---</p>
<p> </p>
<p>Just standing still waiting for you to come and talk to them.</p>
<p> </p>
<p>NPCs have lives of their own you know. We can make the game world come alive by eventing simple animations to spice up the humdrum lives of our NPCs. We can even do this for special actions our characters do.</p>
<p> </p>
<p>This tutorial is somewhat about animation, somewhat about eventing, and somewhat about sprite editing. It is a little bit of all three wrapped into one for a singular purpose. Don't expect an in-depth study on any of the three. This is novice friendly but I highly suggest reading my prior three tutorials as this one assumes you have. Follow along with me as I take you through my process of creating simple evented animations!</p>
<p> </p>
<p><b>Programs and Materials:</b></p>
<p> </p>
<p>I will be making an animation showing one of the sprites from the RTP doing some bench pressing!</p>
<p>We will need:</p>
<ul><li>A photo editing program that allows for multiple layers and opacity changes. In this tutorial I will be using Photoshop (sorry MS Paint, layers makes life easier).</li>
<li>The base RTP sprite</li>
<li>Any other sprites from the RTP that has the character we want</li>
<li>A little knowledge about how the RMVXAce engine animates the sprites from the sprite sheet.</li>
<li>Patience</li>
</ul><p><b>Event Animations:</b></p>
<p> </p>
<p>There are two simple ways to animate an event. The simplest way is by using the <strong>step sequence</strong> for the sprite in the event editor. The second way involves animating the event through the use of the <strong>custom movement route</strong> function in the event editor. We will get more into the animation aspect a little later on in this tutorial and I will show you examples of both types. For now start creating our custom behavior sprite.</p>
<p> </p>
<p><b>Creating The Custom Frames:</b></p>
<p> </p>
<p>Animation is created by repeating frames of still images. At a high frame rate our brains can't distinguish that there are separate still images and we interpret what we are saying as movement.</p>
<p>With RMVXAce's sprite sheet, we are limited to how many frames we have available to animate.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> Dojo Ninja's Scroll of Useful information:</p>
<p> </p>
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<p> </p>
<p>Frame rate is measured in <strong>frames per second</strong> or <strong>fps</strong>.</p>
<p>The standard for cinema used to be 24 fps.</p>
<p>Most home video camcorders record at a speed of 30 fps.</p>
<p>RMVXAce displays at 60 fps.</p>
<p>Poor timing in-between frames and/or low frame rates can cause animation to seem choppy.</p>
<p>We want our animations to be as smooth and pleasing to the eye as possible.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>I am going to make three frames:</p>
<ul><li>The first frame is for the character at rest holding the weights.</li>
<li>The second frame is the lifting motion midway between rest and full extension.</li>
<li>The third frame is going to be when the character has fully extended his arms with the weights.</li>
</ul><p>I export all the available sprite images I have for my character. He is in Actor 3, Behavior 1, and Damage 1 in the RTP</p>
<p> </p>
<p>I bring all these images into PhotoShop.</p>
<p>I create a new .psd project file.  I set the Canvas Size to 96 pixels wide x 128 pixels tall.</p>
<p>I go to  <u>View</u><span style="font-family:wingdings;">Ã¨</span> <u>New guide</u></p>
<p>                        I add guidelines for the following:<br>                        Vertical: 32px, 64px</p>
<p>                        Horizontal: 32px, 64px, 96px</p>
<p>Then <u>View</u> <span style="font-family:wingdings;">Ã¨</span> <u>Lock Guides</u></p>
<p> </p>
<p><img src="http://i.imgur.com/tqXx4ss.png" alt="tqXx4ss.png"></p>
<p> </p>
<p>(Why didnâ€™t I just set up a 32 x 32 grid? Because I didnâ€™t want to).</p>
<p>I import my images into new layers in PS. I have 12 frames from the base sprite sheet, 3 from the damage sheet, and 1 from the behavior. I didnâ€™t want the frozen or petrified one.</p>
<p> </p>
<p>*Note: There might be some steps detailing what I am doing in Photoshop but it is because it is relevant to the tutorial's content. This is not a tutorial on Photoshop. What you will be reading is a quick rundown of the process I was doing to create the frames. It may seem disjointed, but again remember that overall this tutorial is about creating animated events...I am showing you the inner workings of my process.</p>
<p> </p>
<p><strong>Making the First Frame</strong></p>
<p> </p>
<p>I want to create the first frame of him laying down on a weight bench. The first pose looks good for the upper body and the lower body I want will be for both legs.</p>
<p> </p>
<p><img src="http://i.imgur.com/iLB64Kd.png" alt="iLB64Kd.png"></p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> Dojo Ninja's Words of Wisdom:</p>
<p> </p>
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<p> </p>
<p>Always duplicate each layer before you manipulate them.</p>
<p>Always name your layers.</p>
<p>Naming your Layers and Duplicating them before manipulating saves a lot of headaches!</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>I erased his right leg. Duplicated his left, and flipped it horizontally for his new right leg. Now it looks like both legs are going towards the floor. I copied and pasted his eyes from his base spriteâ€™s downward facing direction on top of the current closed eyes and merged the two layers. The result is:</p>
<p> </p>
<p><img src="http://i.imgur.com/LL8qzKz.png" alt="LL8qzKz.png"></p>
<p> </p>
<p>I get rid of his arms up to the cuff of his denim jacket. I copy and paste the hands from the damaged sprite position and paste them for the left and right hands.</p>
<p>I rotate each hand 90 degrees clockwise. Now his hands will match the grip for grabbing the weights. Then I merge the hand layers together into a single layer thought they are still separate from the body's layer.</p>
<p> </p>
<p><img src="http://i.imgur.com/RTZecwY.png" alt="RTZecwY.png"></p>
<p> </p>
<p>Following along okay so far? We are only just beginning.</p>
<p> </p>
<p>Next we draw the weights now that we have hands to hold them with. This will be done in a new layer on top of the previous layers.</p>
<p> </p>
<p>Then we create the bench he is laying on. I create a new layer below the others and begin to draw in the bench, keeping in mind where his legs bend at the knee. Does he even have knees? </p>
<p>Small sprites donâ€™t give us much to work with, which is why we must simplify and exaggerate. Counter-intuitive, I know.</p>
<p> </p>
<p>I donâ€™t want to merge the layers here because I may still want to manipulate them. So what I do is select the image with the marquee tool and then do CRTL + SHIFT + C. This makes a copy of the image as it looks on your screen as if the layers were merged. I then paste this into a new layer which I name frame 1.</p>
<p> </p>
<p>Frame 1 is done:</p>
<p> </p>
<p><img src="http://i.imgur.com/jzjm45u.png" alt="jzjm45u.png"></p>
<p> </p>
<p><strong>Making the Second Frame</strong></p>
<p> </p>
<p>Letâ€™s begin Frame 2â€¦he has started lifting. His arms are midway to full extension. Lets put a little grimace on his face. I want his eyes closed here. That is an easy edit, but lucky for us we already have an example of it from one of our imported poses.</p>
<p>I use the trick of foreshortening to show that the hands and the weights are getting closer by making them get bigger. We donâ€™t need to see the arms because they are blocked from our point of view.</p>
<p>I know there wasn't much explanation here, but this is the result for frame 2:</p>
<p> </p>
<p><img src="http://i.imgur.com/Syey1sC.png" alt="Syey1sC.png"></p>
<p> </p>
<p><strong>Testing the First Two Frames</strong></p>
<p> </p>
<p>It's good to check the transition between the first two frames to make sure that your animation is looking decent before moving on to creating the next frame. I put the second frame on top of the first frame and click the second frameâ€™s â€œeyeâ€ icon next to its layer to toggle its visibility. This allows me to quickly assess the transition from the first to the second frame and check the proportion/size of the hands and the weights. What I notice is that the hands are too square and the weights may be too big. The hands may also need to be further apart from the weights. <u>I wasn't kidding about patience being a required resource.</u></p>
<p> </p>
<p><strong>Finishing the Third Frame and Testing the Animation</strong></p>
<p> </p>
<p>I finish making the third frame. This time the weights and the hands are ridiculously huge and I wanted to exaggerate a little by having the weights bending over the bar back towards the character. <em>Exaggeration</em> is one of the <em>principles of animation</em>. Although it didn't quite work out in this particular one:</p>
<p> </p>
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<p> </p>
<p><img src="http://i.imgur.com/ENIXWKn.gif" alt="ENIXWKn.gif"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>Woof right? So I quickly scrapped that third frame and designed a few alternates. Once I was happy with what I had, it was time to put all three frames into a sprite sheet that could be imported into RMVXAce.</p>
<p> </p>
<p>The redesigned third frame:</p>
<p> </p>
<p><img src="http://i.imgur.com/4ryMehc.png" alt="4ryMehc.png"></p>
<p> </p>
<p><b>Adding the Frames to a Sprite Sheet</b></p>
<p> </p>
<p>I calculate the size based on the height and width of my largest sprite. In this case it is the drawing from frame 3. For ease of use on the grid, I am going to make the new width 64 and the height 40. My individual sprite sheet should be 192 pixels wide by 160 pixels tall.</p>
<p> </p>
<p>I set up my new guidelines for each row and column.</p>
<p> </p>
<p>I copy and paste my frames into the new sprite sheet. I put them in the down position. The first frame goes into the left column (your left), the second frame goes in the center column, and the third frame goes into the right column (your right). Make sure the frames are centered or it look like your character is rocking from side to side when you play your animation.</p>
<p> </p>
<p><img src="http://i.imgur.com/QD4tVJc.png" alt="QD4tVJc.png"></p>
<p> </p>
<p>I really donâ€™t need to do anymore other than save this with a â€œ$â€ in front of the filename and import it into RMVXAce.</p>
<p> </p>
<p><strong>Making the Step Sequence Event</strong></p>
<p> </p>
<ol><li>Import your animation sprite sheet into the database.</li>	<li>Create a new event on the map of your choice.</li>	<li>Set the event's graphic to the first frame of your animation. Since I put mine in the Down-Stepping Right position, that is what I will choose.</li>	<li>Make sure the "Step Sequence" check box is the only one checked.</li>	<li>You are done. Easy right?</li>
</ol><p>Remember this diagram?</p>
<p> </p>
<p><img src="http://i.imgur.com/AqjGvOH.png" alt="AqjGvOH.png"></p>
<p> </p>
<p>The step sequencer starts on the frame you select and animates from left to right and then back to the left before it starts the cycle over again. Huh?</p>
<p>In my example, I set my event's graphic to the image at D1. This means that the animation sequence will start at D1, then go to D2, D3, and then back to D2 before the cycle starts with D1 again. This is both helpful and irritating. We are getting an extra frame (four for the price of three), however one frame will be repeated twice. Confused yet? Here are the animation cycles based on where you start your event graphic:</p>
<p> </p>
<p>Starting at D1: D1-D2-D3-D2</p>
<p>Starting at D2: D2-D3-D2-D1</p>
<p>Starting at D3: D3-D2-D1-D2</p>
<p> </p>
<p>This pattern hold true for the other directions as well (facing left, facing right, and facing up).</p>
<p> </p>
<p>Here is the result of our labors by animating through the step sequence:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://i.imgur.com/2z88VPv.gif" alt="2z88VPv.gif"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>*Note: Adjust the speed of your animation when necessary. I don't think my guy will be quickly pumping out reps, so I would set this to normal or slower.</p>
<p> </p>
<p><b>Second Simple Way to Animate: Through the Custom Move Route</b></p>
<p> </p>
<p>I can get more bang for my buck if I have four frames to animate from and I can selectively choose what I order I want them to animate in. So what I did was create a fourth frame of animation for my sprite and re-arranged the four frames in a new sprite sheet. All four frames are now in the center column. Each frame is assigned to one of the directions: down, left, right, and up.</p>
<p> </p>
<p><img src="http://i.imgur.com/uUgdA2j.png" alt="uUgdA2j.png"></p>
<p> </p>
<p>Again, I save this file and import it into the RMVXAce database. Let's do a simple animation first using only two frames: D2 (at rest) and L2 (pushing weights away).</p>
<p> </p>
<p>I create my event and set the graphic to my first frame at D2.</p>
<p>Now we go to the event's movement options and select <em>custom move route</em>.</p>
<p>I want him to do some reps on the bench press so I make sure the "repeating" box is checked.</p>
<p>Here is what we put into the <em>custom move route's </em>editor:</p>
<p>$&gt;Turn Left (This changes to the graphic of him pushing the weights up at L2)</p>
<p>$&gt;Wait 30 frames (This is a half-second)</p>
<p>$&gt;Turn Down (The graphic changes back to the rest position at D2)</p>
<p>$&gt;Wait 30 frames (We wait again because it cycles back to the first command and it would be awfully fast without the wait at the end here)</p>
<p> </p>
<p>This is what we get as the result:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Sd3oes7.gif" alt="Sd3oes7.gif"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>That was too easy right? Okay, let me show you what we can do when we put our minds to it! Here is the hard one...</p>
<p> </p>
<p>...go to the event's movement options again and select <em>custom move route</em>. Don't be alarmed but this is what I entered into the <em>custom move route's</em> editor:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>$&gt;Wait 12 frames</p>
<p>$&gt;Turn left</p>
<p>$&gt;Wait 12 frames</p>
<p>$&gt;Turn up</p>
<p>$&gt;Wait 60 frames</p>
<p>$&gt;Turn right</p>
<p>$&gt;Wait 18 frames</p>
<p>$&gt;Turn left</p>
<p>$&gt;Wait 12 frames</p>
<p>$&gt;Turn right</p>
<p>$&gt;Wait 18 frames</p>
<p>$&gt;Turn left</p>
<p>$&gt;Wait 12 frames</p>
<p>$&gt;Turn right$&gt;</p>
<p>Wait 18 frames</p>
<p>$&gt;Turn left</p>
<p>$&gt;Wait 12 frames</p>
<p>$&gt;Turn down</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><img src="http://i.imgur.com/kwtPHdL.png" alt="kwtPHdL.png"></p>
<p> </p>
<p>Check the box that says "repeating" and we are done! This is the final product:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/53e8eBr.gif" alt="53e8eBr.gif"></p>
<p> </p>
</div>
</div>
<p> </p>
<p>He lifts the weights, gets red in the face, takes a couple of breaths, calms down and the cycle repeats. I like it a lot better than just cycling through the stepping sequence and it allows me to control the timing between frames. Add in a grunting SE and we have it made!</p>
<p> </p>
<p><strong>Conclusion</strong></p>
<p> </p>
<p>I hoped you enjoyed the tutorial and learned something, found it useful, or maybe just amusing. I worked longer on this than I care to mention. Post a reply if you have comments or questions. Be on the lookout for my next tutorial. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:#ff0000;"><u>Tutorial 5: Creating a "Fallen" sprite from a Pre-Gen.</u></span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p><strong>Introduction</strong></p>
<p> </p>
<p>I often see resource requests where somebody has a sprite they made using the  character generator in RMVXAce and they need a "downed," "damaged," or "fallen" pose for their sprite. Unfortunately, the generator doesn't yet have the ability to make these types of poses for the sprites. Who knows? Maybe someone will be willing to work on a generator for fallen sprites...but I wouldn't hold my breath. It is easy to do it yourself and through this tutorial I am going to show you how!</p>
<p> </p>
<p>So why are downed versions of your sprite important?</p>
<p> </p>
<p>Why are any variations of your sprite's pose important?</p>
<p> </p>
<p>Variations in your spriteâ€™s behavior, look, or function can add a lot of depth to your game. Done correctly it will help enhance overall game-play and add more of a sense of realism to your game. If you have a character who is supposed to be dead/unconscious, shouldn't your graphic represent that? (You are probably thinking â€œWell thatâ€™s obvious").</p>
<p>It is obvious! But making downed sprites for yourself is rewarding and will help you develop your skill.</p>
<p> </p>
<p>The process of making our own downed sprite is very similar to the process I used to make custom animations in Tutorial 4. There are several basic "fallen" poses. I am going to introduce them to you and then show you how to make only one of them in particular (the easiest one) for this tutorial.</p>
<p> </p>
<p><strong>Materials</strong></p>
<p> </p>
<p>We will need:</p>
<ul><li>Patience</li>
<li>Time</li>
<li>An eye for detail (Donâ€™t worry, Iâ€™ll show you what to look for)</li>
<li>Image editing software that allows for multiple layers and opacity changes.</li>
</ul><p> </p>
<p>I will be using Photoshop again for this tutorial but you can also do this in GIMP or other comparable programs as well.</p>
<p> </p>
<p><strong>STEP 1: Generate your Sprite</strong></p>
<p> </p>
<p>It goes without saying but you should have already used the generator to make your sprite. I am going to go out on a limb here and randomly generate one.</p>
<p> </p>
<p>And I ended up with this guyâ€¦</p>
<p> </p>
<p><img src="http://i.imgur.com/bVzcz6c.png" alt="bVzcz6c.png"></p>
<p> </p>
<p><span style="color:#ff0000;">Note:</span> The generator does not randomly choose the clothing they wear. Isnâ€™t that odd? I gave him the suitâ€¦thatâ€™s the only thing I changed.</p>
<p> </p>
<p><strong>STEP 2: Export</strong></p>
<p> </p>
<p>Using the RMVXAceâ€™s resource manager or accessing your projectâ€™s graphicâ€™s files, export your sprite sheet to your desktop or wherever you can open it with your image editing software.</p>
<p> </p>
<p><strong>STEP 3: Initial Editing Phase</strong></p>
<p> </p>
<p>Now we open up the sprite sheet in our image editing program. RMVXAce saved one sprite onto a 2 x 4 sprite sheet. I have lots of empty room. I am not going to worry about that for now. It is something I can deal with later. If you want to re-size your image to the proportions of a single sprite sheet, then go right ahead.</p>
<p> </p>
<p><img src="http://i.imgur.com/a1NbTNf.png" alt="a1NbTNf.png"></p>
<p> </p>
<p>Now we duplicate the original layer and then make the original layer invisible by clicking on the eye icon. (Remember that it doesnâ€™t hurt to name your layers to keep yourself organized.)</p>
<p>We are going to start manipulating our images and we want another copy of our original just in case we mess up.</p>
<p> </p>
<p><strong>Step 4: Pulling the Palette</strong></p>
<p> </p>
<ul><li>Create a new layer and name it â€œPalette.â€</li>
<li>Zoom in close next to one of the spriteâ€™s poses. We only need to be next to one because it has all the colors we need.</li>
<li>We are going to be using the eyedropper tool to select the colors that are used in the sprite.</li>
<li>Eyedropper to select the colorâ€¦switch to pencil tool (set at 1px) and place the color down on your â€œPaletteâ€ layer.</li>
</ul><p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SECRET TIP:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>If it helps, start with the spriteâ€™s skin colors, then hair, and finally clothes. Try to work from lightest to darkest, or darkest to lightest.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>I got a count of 25 colors in my sprite. Now, I could be wrong and miscounted but it doesnâ€™t matter. Donâ€™t even worry if you didnâ€™t pull all of the colors. Just do your best to pull out most of them. A lot of colors used in my sprite are very similar. Only by putting them side by side was I able to tell that they were indeed different colors.</p>
<p> </p>
<p>Then I separated my palette by region and ordered them in a color ramp. I have separate regions for the hair, eyes, skin, and suit. See the image below:</p>
<p> </p>
<p><img src="http://i.imgur.com/pSs22vh.png" alt="pSs22vh.png"></p>
<p> </p>
<p> </p>
<p><strong>Step 5: Ripping Apart</strong></p>
<p> </p>
<p>What we do next seems barbaric, but we are going to separate the sprite into pieces. We want a layer for just the head, a layer for the torso, a layer for each arm, and a layer for each leg.</p>
<p> </p>
<p>Make copies and then use the eraser tool to get rid of the parts you donâ€™t want.</p>
<p> </p>
<p><img src="http://i.imgur.com/6Wo2x1P.png" alt="6Wo2x1P.png"></p>
<p> </p>
<p style="text-align:center;"><strong>FEATURE STUDY</strong></p>
<p> </p>
<p>At this point we are going to stop  and examine what makes a sprite looks like it is "downed". In the image below I have referenced a few poses from the RTP's damage sprite sheets</p>
<p> </p>
<p><img src="http://i.imgur.com/pts1eoR.png" alt="pts1eoR.png"></p>
<p> </p>
<p>Numbered are the most common poses:</p>
<p> </p>
<p>1: Sprite is laying on their back.</p>
<p>2: Sprite is sitting on their bottom and is slouched over.</p>
<p>3: Sprite is laying on their stomach.</p>
<p>4: Sprite is laying on their stomach at an oblique angle.</p>
<p>5: Sprite is laying on their back at an oblique angle.</p>
<p> </p>
<p>Creating sprites that have fallen at the oblique angles are the most difficult, but since the pixels are distributed diagonally across the frame, more pixels can be drawn in. Once you've finished observing the above poses, take a look at the different head shapes.</p>
<p> </p>
<p><img src="http://i.imgur.com/FT6yxQD.png" alt="FT6yxQD.png"></p>
<p> </p>
<p>This picture shows the head positions of a fallen sprites and the base sprite.</p>
<p> </p>
<p>A: Laying on back pose.</p>
<p>B: Base sprite pose (normal walking).</p>
<p>C: Sitting and slouched pose.</p>
<p>D: Laying on stomach pose.</p>
<p> </p>
<p>What do you notice? Read the spoiler one you have finished observing the heads.</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p><span style="font-size:14px;">As the head moves forward towards the camera (in this case our viewpoint), we see more of the top of the head and hair. Facial features come closer together and you donâ€™t see the underside of the chin as much.</span></p>
<p> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">Check out what is happening to the outline of the head. The furthest head flattens out like an oval being pressed on the top and bottom. The closest head (laying on the stomach pose at D) becomes rounder.</span></span></p>
<p> </p>
<p><img src="http://i.imgur.com/nQA88wK.png" alt="nQA88wK.png"></p>
<p> </p>
<p>Besides the oval, did you also notice the other shapes? Check out the spoiler.</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://i.imgur.com/pLtpf1f.png" alt="pLtpf1f.png"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>We will keep this information in mind when we start working on our poses.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong>Step 7: Creating the Downed Sprite</strong></p>
<p> </p>
<p>We are going to be making the easiest downed sprite which is when the character is laying on its stomach.</p>
<p> </p>
<ul><li>First I am going to duplicate my separate layers so I have back ups if I need them.</li>
<li>Then I put my original layers in a group and name it â€œSpare Parts.â€</li>
<li>I also imported a face-down reference graphic.</li>
<li>Good news! Since the character is lying on his stomach we donâ€™t see the torso.  So I make it invisible and drag it to the bottom out of the way for now.</li>
<li>The hardest part but most crucial part to making this effect work is editing the head to get the right perspective. We are going for the octagon here. It doesnâ€™t have to be exact but you get the idea. My spriteâ€™s head is in good shape already.</li>
<li>Select the head layer to begin working on that. You can pull up your palette layer if you want or you can use the eyedropper tool to pick the colors you want because we will be filling in some spots that we erase.</li>
<li>Now letâ€™s close his eyes.</li>
<li>Luckily his eyebrows arenâ€™t as bushy as ones from the reference sprite next to him. The width of his eye is three pixels and the height is five. To close them, all I need to do is draw a black line 1 pixel high by 3 pixels wide. Were he to close his eyes the eyelids would meet in the middle at the third pixel in the center. But since his head is coming towards us we are going to shift that line down one more pixel.</li>
<li>Naturally, the shading on the face around the eyes is going to shift down as well because the forehead is coming forward, but we can worry about those details later.</li>
<li>Now to add emotion, we need to slant the eyebrows. Downward slants are good for pain/anger. </li>
</ul><p>So far the head edit goes like this (from left to right):</p>
<p> </p>
<p><img src="http://i.imgur.com/z3Gmkk9.png" alt="z3Gmkk9.png"></p>
<p> </p>
<p><span style="color:#ff0000;">Note:</span> You donâ€™t need that many copies of the head like I have. I just did it to illustrate for this tutorialâ€™s purposes.</p>
<ul><li>Next we need to flatten the jaw line.</li>
<li>I widen the jaw and bottom of the face a few pixels.</li>
<li>The last thing for the head is to fix the hair. I select only the hairline where the hair meets the scalp and pull that down a few pixels.</li>
</ul><p><img src="http://i.imgur.com/CNLrDnG.png" alt="CNLrDnG.png"></p>
<ul><li>Next we fill in the hair on the top of the head using the existing pixels as a guide. Notice how the hair is broken up into chunks or strands and follow those lines. It may take some doing and re-doing a few times. Always zoom back out to see how it looks at its full resolution.</li></ul><p><strong>Step 8: Bring in the Arms</strong></p>
<p> </p>
<ul><li>Make both arm layers active and visible.</li>
<li>Move each arm down so that they rest on the bottom of the frame. I put in a guideline at the 32px mark as a reference. The reference sprite is also there.</li>
<li>Next we select the head layer. In the layer window, but we need the head layer to be positioned above both of the arm layers.</li>
<li>Then we position the head right over the arms and above the hands. Check out the example:</li>
</ul><p><img src="http://i.imgur.com/rJT4f6r.png" alt="rJT4f6r.png"></p>
<p> </p>
<p><strong>Step 9: Arrange the legs</strong></p>
<p> </p>
<ul><li>Now we take both legs and rotate them 180 degrees.</li>
<li>Use your best judgment to place the legs above your characterâ€™s head. Keep them evenly spaced and symmetrical. My characterâ€™s legs are a little shorter than the reference spriteâ€™s so I brought them two pixels away from the head.</li>
<li>Then we fill in the blank spaces between the legs and the head. The section we are filling in is going to be more of the legs. The legs may look longer than when the base sprite is walking but that's okay.</li>
</ul><p><img src="http://i.imgur.com/uZKAZYQ.png" alt="uZKAZYQ.png"></p>
<p> </p>
<p>As it stands now, the sprite we edited is definitely passable for a downed sprite, but letâ€™s just quickly compare our edited sprite to the reference sprite. Here are the two big differences:</p>
<ol><li>Our sprite has his arms bent inward more at the elbows. The reference sprite has his arms less bent and more extended towards the camera. We could move pixels in the arm around to match the  reference pose but I am deciding to keep his arms where they are.</li>	<li>Our spriteâ€™s hands are resting on fists. This would be great if you were animating your character having a tantrum. The reference sprite has hands that are flat resting on the palms. This is what I want for my sprite.</li>
</ol><p>If  you know your way around Photoshop or the image editing software you are using, it should be no problem for you to perform a quick hand swap and this can be done multiple ways.</p>
<p> </p>
<p><strong>Step 10: Making Adjustments</strong></p>
<p> </p>
<ul><li>I erase the hands on my sprite.</li>
<li>Next I copy the hands of the reference sprite (erasing unwanted pixels from the arm so I just have the flat hands) and save it to a new layer above the arm and head layers.</li>
<li>Lastly, I position the flat hands to where I want them to go.</li>
<li>Change the skin tone if you need to at this point. Remember that you have your palette handy. Just compare the colors in your skin ramp to the colors in the hands you are duplicating.</li>
<li>Make adjustments as necessary so the bottom of the hands touch the bottom of the frame.</li>
<li>Fill in any empty pixels from the hand swap and complete by adding any finishing touches to the shading or highlights.</li>
</ul><p>Here is our finished sprite:</p>
<p> </p>
<p><img src="http://i.imgur.com/ZzJFhBY.png" alt="ZzJFhBY.png"></p>
<p> </p>
<p> </p>
<p style="text-align:center;"><strong>Conclusion</strong></p>
<p style="text-align:center;"> </p>
<p>It may seem difficult at first and I included a lot of steps, but it gets easier with practice and the multiple steps I brought you through were for your benefit. I wanted you to clearly see what was happening at each step.</p>
<p> </p>
<p> </p>
<p><u>To Recap, here is a quick summary:</u></p>
<p> </p>
<p>-Get the sprite you want edited into an image editing software.</p>
<p>-Pull out the colors from its palette to have on hand.</p>
<p>-Separate the sprite into its component body parts and make duplicate layers to have on hand.</p>
<p>-Flatten the head and jaw.</p>
<p>-Slant the eyebrows, close the eyes, and bring them down closer to the chin.</p>
<p>-Bring down the hairline and fill in the hair.</p>
<p>-Position the arms at the bottom with the head down in front and above them.</p>
<p>-Change the hands if you want to.</p>
<p>-Rotate the legs and put them above the head. Fill in the empty spaces between the legs and head.</p>
<p> </p>
<p>That is it in a nutshell! Not so bad right?</p>
<p> </p>
<p>Well I hope you enjoyed this tutorial of mine. Please rate, comment, or subscribeâ€¦err waitâ€¦this isnâ€™t a YouTube video. In any case, leave any questions or comments below.</p>
<p> </p>
<p>What should I do for my next tutorial?</p>
<p> </p>
<p>Until thenâ€¦happy spriting!</p>
<p> </p>
<p>-One Cut Studio</p>
<p> </p>
</div>
</div>
<p> </p>
<div> </div>
<div><span style="color:#0000ff;"><u><span style="font-size:24px;">Tutorial 6: Landscape Series Part 1: The Grass Tile</span></u></span></div>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><u><strong>Introduction</strong></u></p>
<p> </p>
<p style="margin-left:40px;">Welcome to the first tutorial in my Landscape Series. This tutorial will show you one method that can be used to create a grass tile. Grass tiles seem like they should be very easy to make, but ask anyone who has tried making a grass tile before and they will tell you it is a lot more difficult than it first appears. Not to worry! I am going to reveal insights into the art of creating landscape tiles through this series of tutorials so you can build your world the way you want.</p>
<p> </p>
<p><u><strong>Tile Study</strong></u></p>
<p> </p>
<p>I always like to start by examining examples of art that has been created. I try to understand the process the artist used to create his/her tile. Closely examining others' work and trying to reverse engineer the process can reveal insights into the process that will help your own creations. Let's start by looking at the standard grass tile from the RMVXAce RTP:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/ZpG1hhd.png" alt="ZpG1hhd.png"></p>
<p style="text-align:center;"> </p>
<p>The default grass tile looks like a bland green carpet. At normal magnification I can see lots of green and a lot of little dots that are a little lighter than the background speckled throughout the tile. I am not able to pick out any clear shapes or structures, but it does repeat with itself nicely as a tile.</p>
<p> </p>
<p>Letâ€™s zoom in 1600% and see if we notice anything else about how this tile was constructed.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/jWUCEit.png" alt="jWUCEit.png"></p>
<p style="text-align:center;"> </p>
<p>I am not going to show you how to make a tile like this one because I still find it difficult to understand how they created the tile and it lacks excitement. I will show you how to make a grass tile using simple concepts and interesting patterns.</p>
<p>What I do notice about this tile is that the artist used a lot of muted colors. This makes sense because we want our characters to stand out against the background textures that they are walking on.</p>
<p> </p>
<p><u><strong>Tiling</strong></u></p>
<p> </p>
<p>Letâ€™s talk about tiling next. In order for your tile to work on the map, it needs to be able to repeat and keep its pattern consistent when placed in all directions on the map. A true tile will cover a plane from edge to edge with a repeating pattern that can go on infinitely. Now I know that games donâ€™t have infinitely long grasslands, but I just want to illustrate the concept of tessellating before we move on to creating the tile.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S REFERENCE SCROLL:</p>
<p> </p>
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<p> </p>
<p>A <strong>tessellation</strong> is a pattern that repeats itself indefinitely in all directions along a flat two-dimensional surface.</p>
<p> </p>
</div>
</div>
<p> </p>
<p>However, sometimes we will want our tile to interact with another tile (like when the grass comes to the edge of a wall). This is when we can break the tessellation and create a boundary between the two. I will show how this is done in another tutorial.</p>
<p> </p>
<p><u><strong>The Grid Effect</strong></u></p>
<p> </p>
<p> We canâ€™t escape the fact that RMVXAce uses a square grid system to lay down tiles. When creating maps we try to eliminate the <span style="color:#0000ff;">Grid Effect</span> as much as we can. We donâ€™t want people to look at one of our maps and be able to see where the tile was placed over and over again. It makes our maps look like a cheesy copy and paste job. Effective maps conceal the grid by using well designed tiles and utilizing variations of the base tile. It will be easier for me to show you  the <span style="color:#0000ff;">Grid Effect</span> rather than tell you.</p>
<p> </p>
<p>Take a look at this grass tile:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Hacv793.png" alt="Hacv793.png"></p>
<p style="text-align:center;"> </p>
<p>At first glance, it looks like a pretty decent tile. The contrast between the lightest and darkest colors seems good and the shapes seem to have a direction. This looks like it might be good for a leafy jungle floor. Well, letâ€™s check and see how well it tiles. I call this the tiling test. I am going to duplicate the tile several times and create a border around my central tile.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/o16kZEa.png" alt="o16kZEa.png"></p>
<p> </p>
<p>Do you see what happened? It would be great if we wanted a field of even square patches of grass, but we donâ€™t. We want to be able to make our field the dimensions of our choosing in a continuous manner. This is a blatant example the <span style="color:#0000ff;">Grid Effect</span> at work.</p>
<p> </p>
<p>We canâ€™t eliminate the grid effect completely but we sure can hide it. So how do we do that?</p>
<p> </p>
<p>Well, if you take a closer look at the original grass tile you will see that none of the drawn pixels touch any of the borders of the tile. You may think â€œOh, so I just have to draw stuff to the borders. Got it.â€</p>
<p> </p>
<p>Letâ€™s try that and see what happens.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/NjxeK7e.png" alt="NjxeK7e.png"></p>
<p> </p>
<p>Now that I extended some of my pixel shapes to all of the tileâ€™s borders, Letâ€™s see if it passes the tiling test.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/G0lWqq8.png" alt="G0lWqq8.png"></p>
<p style="text-align:center;"> </p>
<p>Hey it got rid of those lines in the middle between the tiles! But something is still off. Can you see where the<span style="color:#0000ff;"> grid effect</span> is happening? Click on the spoiler below when you think you know.</p>
<p> </p>
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<p style="text-align:center;"><img src="http://i.imgur.com/uXE3GjO.png" alt="uXE3GjO.png"></p>
<p> </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>So what is the solution when bringing the pixel clusters to the borders is not enough to conceal the grid effect?</p>
<p> </p>
<p>First: We need to break up the pixel clusters to <u>cross</u> the borders not just touch them.</p>
<p>Second: Whichever border your cluster crosses, it must re-emerge on the opposite border at the same position. Keep in mind that this is a general guideline because sometimes a pixel cluster can be resting against another pixel cluster instead of crossing through the border.</p>
<p> </p>
<p>Letâ€™s take a look at an example:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/T5KkNiu.png" alt="T5KkNiu.png"></p>
<p style="text-align:center;"> </p>
<p>In the picture above I am using a pixel cluster or shape (I may use these two terms interchangeably) that goes three pixels right, two pixels up, and repeats this pattern twice. It looks like a staircase or a zig-zag. In the middle of the tile it is the regular unbroken pattern.</p>
<p>At the eastern edge of the tile I started my cluster at one pixel. The pattern calls for two more pixels to the right but I have hit my wall. So I must go to the opposite edge (west) and continue my rightward progression of the pattern from there. Recall that I already went one pixel left, so from the western edge of the tile I am going to finish the first row by going two pixels left and then start the rest of the pattern.</p>
<p> </p>
<p>If it helps try to imagine what it would look like if an identical tile is placed next to it at that edge.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/oEBB89f.png" alt="oEBB89f.png"></p>
<p> </p>
<p>Do you see how the tile tessellates with itself?</p>
<p>So pay attention to the borders and intentionally draw clusters that cross through the borders., but be careful when a cluster touches or crosses through more than one border.</p>
<p> </p>
<p>So what happens when our pixel cluster travels through or touches more than one border? The same rules above apply, but just make sure you stay consistent with your cluster pattern and that it wonâ€™t interfere with the placement of another cluster. Take a look at the red pattern in the following image.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/u5aGtfT.png" alt="u5aGtfT.png"></p>
<p> </p>
<p>It starts the at the right of the tile with two pixels in length when it hits the eastern border. The pattern continues to the western border and then heads north. It hits the northern border and the pattern continues from the same direction at the southern border. Letâ€™s see what it looks like tessellated:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/E84cQPK.png" alt="E84cQPK.png"></p>
<p> </p>
<p>Yes! The shape tessellates perfectly, even when we have it cross multiple borders. So use this technique to help conceal the dreaded <span style="color:#0000ff;">grid effect</span>! It may seem tricky at first but practice is the key!</p>
<p> </p>
<p><strong><u>Picking the Color Palette</u></strong></p>
<p> </p>
<p>At this point I bet you are thinking: â€œCome on you are supposed to show us how to make a grass tile!â€</p>
<p> </p>
<p>I know itâ€™s a lot  of information but the basics are important and this knowledge will help you avoid many of the mistakes people make when they try tiling for the first time.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S WORDS OF WISDOM:</p>
<p> </p>
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<p> </p>
<p>Random dots of color placed throughout the fill area is not a tile! It is just noise! Never use the spray paint or airbrush function to generate random pixels for grass tiles.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>There are many ways to achieve the same goal and this is just one way. I am using Photoshop but grass tiles can also be easily done in MSPaint.</p>
<p> </p>
<p>Four our color palette we are only going to use four colors. Grass is typically green. So I am going to use a shade of green that reminds me of grass. A high intensity <span style="color:#00ff00;">neon green</span> should be <u>avoided </u>here, unless you intentionally want to hurt the eyes of your players. Itâ€™s best to pick muted colors if you want your characters to stick out from the background.</p>
<p> </p>
<p>The easiest way is to pick a base green color and then make a very basic <span style="color:#0000ff;">luminosity</span> ramp. Think of l<span style="color:#0000ff;">uminosity</span> as how much light is reflecting off of our color or how intense the light is that the color is being exposed to. The higher the luminosity, the brighter the color and the lower the luminosity, the darker the color is going to be. We could also do some <span style="color:#0000ff;">hue-shifting</span>, but that will have to be discussed in another tutorial as we are getting into color theory. Keep in mind you could also use browns and yellow-greens, especially if you are going for a dried-grass look.</p>
<p> </p>
<p>Back to the palette; so I pick my base color first, then two colors darker than my base, and one color lighter than my base. From darkest to lightest I have my background color, shadow, base color, and highlight. They should all be relatively spaced apart meaning, the jump from color to color shouldn't be two extreme in value or too close in value between each color.</p>
<p> </p>
<p>Take a look at the four sample palettes below (labeled A, B, C, and D). Which one do you think would be the best one for our current purpose in creating a grass tile. Consider what I told you about the differences between values and the intensity of the light. Click on the spoiler when you think you know which one is the best.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/iPZdEsv.png" alt="iPZdEsv.png"></p>
<p> </p>
<p>The best palette choice is:</p>
<p> </p>
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<p>The best palette choice for our current purpose is C. Hereâ€™s why:</p>
<p>The colors in A are too close to each other. There is not much contrast between shades and this can make your tile appear muddy. Additionally, we are getting close to neon green with the lightest shade. A little brighter and are eyes would start hurting.</p>
<p> </p>
<p>The colors in B are evenly spaced so we can distinguish one color from another, however there may be too much contrast between the lightest value and the darkest value. We want some â€œpopâ€ but not the Jack-in-the-box/in-your-face kind of â€œpop.â€ Make sense?</p>
<p> </p>
<p>The colors in D are shifting hues (changing into different colors), but their luminosity values are pretty close together. This can make the tile appear muddy as well.</p>
<p> </p>
<p>For now we will use palette C, but I encourage you to try out many different palettes and color combinations. You may discover how to achieve a certain look or texture by mixing things up a little bit!</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><u>Pixel Clusters/Shapes</u></strong></p>
<p> </p>
<p>Now that we have our palette set, we need to talk about those things I mentioned earlier called <span style="color:#0000ff;">pixel</span> <span style="color:#0000ff;">clusters</span> or <span style="color:#0000ff;">pixel shapes</span>. Essentially a pixel by itself is lonelyâ€¦it is noise. It doesnâ€™t do anything by itself. Ever heard of the saying â€œYou are the company you keep?â€ It may not be entirely true for humans, but it works well for pixels. Pixels are defined by how they are grouped with other pixels, what pixels they are next to, and the colors of those pixels. Pixels form an identity by grouping with other pixels. Together they make a cluster. These clusters define the shapes and patterns that go into our tiles. We use these clusters to make textures.</p>
<p> </p>
<p>Have you ever played Tetris? The shapes of the blocks in Tetris can be used as some of the most basic pixel clusters. Do remember what the blocks in Tetris look like? Here is a refresher:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/9qaRs7E.png" alt="9qaRs7E.png"></p>
<p> </p>
<p>I donâ€™t know if they actually have names but I just labeled them to what I usually call them.</p>
<p>All the Tetris blocks can be used as basic pixel clusters. Some are better to use than others in certain circumstances. It is important to use each rotation and reflection of the blocks as well. Check out the image below.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/mZcez1G.png" alt="mZcez1G.png"></p>
<p> </p>
<p>Can you see which clusters might have the most flexibility? Donâ€™t forget that we can combine clusters too.</p>
<p> </p>
<p>I am also going to add a few more smaller pixel shapes that work well when making textures, again I made up the names for them.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/sOUBXQr.png" alt="sOUBXQr.png"></p>
<p style="text-align:center;"> </p>
<p><strong><u>Creating the Grass Tile (Finally!)</u></strong></p>
<p> </p>
<p>With all that knowledge in your head it is finally time for me to walk you through one simple process I use to create a grass tile.</p>
<p> </p>
<p>First I fill in the 32 x 32 pixel area with the darkest color in my palette. This serves as the background. Pretty easy so far.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/ptsjuVk.png" alt="ptsjuVk.png"></p>
<p style="text-align:center;"> </p>
<p>Next I start filling in pixel clusters with my base color. I could start with the shadow color, but I like starting with the base to get a sense of direction for my grass. I am only using two types of pixel clusters:</p>
<ul><li>The ZigZag</li>
<li>The Corner</li>
</ul><p>I draw in most shapes going the same direction. This is when we establish the directional flow for our blades of grass. Occasionally I will put some shapes facing different directions to break up the pattern and add a little random variance to the tile. Be careful not to line the clusters up with one another. I spread out my clusters evenly among the entire tile and fill it to a medium density.</p>
<p>Notice that I am drawing both the ZigZag and the Corner with my base color.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/lgY78Mr.png" alt="lgY78Mr.png"></p>
<p> </p>
<p>Now I go back and use my shadow color. I fill between the spaces of the base color with the Corner cluster shape. Again most of the clusters are facing the same direction with a few variants thrown in. I am not drawing any ZigZags with my shadow color.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/TsmeMne.png" alt="TsmeMne.png"></p>
<p style="text-align:center;"> </p>
<p>Finally we add the highlight color in. This time I am going to again use both pixel cluster types: the corner and the zigzag.  I fill in the negative spaces between pixel clusters following the guideline that no clusters of the same color should touch and only allowing lighter colors to overlap darker colors.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S WARNING:</p>
<p> </p>
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<p>The highlight color really helps to make the grass tile pop. Itâ€™s the contrast between the darkest and lightest values that gives the illusion of depth. But beware of overdoing it with the highlights. Too much highlights will make your grass look washed out, too shiny, like plastic and  generally unrealistic...unless you are making a style choice and going for that look.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/tUFprVL.png" alt="tUFprVL.png"></p>
<p style="text-align:center;"> </p>
<p><span style="font-family:arial, helvetica, sans-serif;"><span style="font-size:14px;">Now letâ€™s zoom out and take a look at the completed tile:</span></span></p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/c9t4Kl1.png" alt="c9t4Kl1.png"></p>
<p style="text-align:center;"> </p>
<p><span style="font-size:14px;">Not too bad right? One last test for quality purposes. Letâ€™s see how well it tiles.</span></p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/KvEO4vG.png" alt="KvEO4vG.png"></p>
<p style="text-align:center;"> </p>
<p>Alright! I like it. The colors look good, there is a nice direction to the grass, and even through the <span style="color:#0000ff;">grid effect </span>is still there, it is barely visible.</p>
<p> </p>
<p><u><strong>Conclusion</strong></u></p>
<p> </p>
<p>Remember that there is always multiple ways to do things. What I have below are guidelines and not necessarily rules, because exceptions always exist. These guidelines are meant to help you get started creating your own grass tile designs.</p>
<ul><li>Experiment with colors and clusters. Have fun playing tetris on your tile designs. I found out many things through experimentation this way.</li>
<li>For highly used background tiles (like the grass tile), select muted color palettes so the gameâ€™s actors will stand out.</li>
<li>Give your grass direction by placing your clusters in a uniform direction.</li>
<li>Move across the borders to conceal the grid effect.</li>
<li>Work from dark colors to light colors.</li>
<li>Don't let clusters of the same color touch each other.</li>
<li>Only allow lighter colors to overlap darker colors.</li>
<li>Pay attention to the negative space or "empty space" between your pixel clusters as this will affect the overall look and feel of your tile.</li>
</ul><p> </p>
<p>Well, I hope you enjoyed the first tutorial in my Landscape Series. I am planning to do future tutorials about the grass tile showing you how to add variance, and create borders with other tiles.</p>
<p>If you used or read this tutorial I would love to hear feedback from you and see some of your own creations.</p>
<p> </p>
<p>Until next time. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#0000ff;"><u><span style="font-size:24px;">Tutorial 7: Landscape Series Part 2: Cliffs and Rock Walls</span></u></span></p>
<p> </p>
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<p><u><strong>Introduction</strong></u></p>
<p> </p>
<p>In the previous tutorial I showed you one process to make a grass tile. A grass tile is great but our RPG world is probably not one giant grassy plain. We can add height and depth to our maps by creating cliffs and rock walls. In this tutorial I will show you how to elevate your game with cliff tiles and you also might learn some geology along the way.</p>
<p> </p>
<p><u><strong>Geology</strong></u></p>
<p>Before we actually begin drawing our tiles, I want to give you a refresher on some geological concepts that may seem unimportant at first but will really make sense to the overall look and feel of your game world. I try to do research when ever I do graphic work on a subject. Luckily I minored in geology as an undergraduate. I am no expert, and I donâ€™t want to bore you, so here are the basics:</p>
<p> </p>
<p><span style="color:#0000ff;">Geology</span> is the study of the earth. Most people associate geology with studying rocks.</p>
<p>There are three main types of rock:</p>
<ul><li>
<span style="color:#0000ff;">Sedimentary</span>: Rocks made from sediment deposited in layers and built over time.</li>
<li>
<span style="color:#0000ff;">Igneous</span>: Rocks formed when lava or magma cools (from volcanoes and such).</li>
<li>
<span style="color:#0000ff;">Metamorphic</span>: Rocks formed when intense heat and/or pressure changes their characteristics.</li>
</ul><p><span style="color:#0000ff;">Process Geomorphology: </span>Process Geomorphology is a subcategory of Geology. Basically, Process Geomorphology is the study of how landforms are created. Understanding how cliffs became cliffs or how rivers run the courses they do can affect the way our maps look. I donâ€™t expect  that your maps in RMVXAce are going to have drumlins, terminal moraines, and alluvial fans, but knowing some geological basics can make your maps more real. It will also help you plan where you place tiles. Sometimes that can be the hardest partâ€¦but not if you know how the terrain is reacting. (Okay so maybe I will have to do a mapping tutorial in the future called a Process Geomorphologic Approach to Mapping.) <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> -"The DOJO NINJA does not like this idea."</p>
<p> </p>
<p>Anyway, let me give you an example:</p>
<p>I use to make my cliffs out of neatly compacted, rounded stones. Why might this be wrong?</p>
<p> </p>
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<p>In order for a stone to become rounded it needs to have been subjected to erosion and weathering. A rock-face may be rounded and eroded on one side because that side is exposed to the elements, but it wouldn't be made of rounded rocks which were eroded from all sides. Round rocks are typically found in or around river beds where the constant flow of water has tumbled them on all sides to form a smooth rounded surface.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><u>Natural Cliff or Stone wall?</u></strong></p>
<p> </p>
<p>One of the first things I like to do when creating new tiles is look at reference images. I can use these reference images to get information about textures, patterns, and colors. It is handy when you have geology textbooks laying around, but a google search was much faster.</p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;">In the above example where I used neatly compacted round river rocks is still good to use in mappingâ€¦just not in a natural cliff face. These types of rocks are used in man-made rock walls. These would be good to use for castles or town walls. Natural cliff faces can be made of any type of rock so donâ€™t always assume you have to use brown or gray either. The Cliffs of Dover are white.</span></span></p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-family:arial, helvetica, sans-serif;"> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></span></span><span style="font-family:arial, helvetica, sans-serif;"> DOJO NINJA'S SPECIAL TIP:</span></p>
<p> </p>
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<p>If you have a mining town, consider using red tones in your rocks. Red is often a sign that the rocks contain iron. If your party is mining for iron ore, that is a great place to start. The red rocks will be a cue to you players that a vein of ore may be nearby...</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>Now I will show you some pictures of various structures and beneath each are my thoughts about them. Donâ€™t worry we will be getting to the actual creation of the tiles in this tutorial too.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/htEkTz2.jpg" alt="htEkTz2.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">These natural cliffs form a steep barrier to the sea. You can see deep grooves between sections of the rock broken into what can be seen as columns. If I were to describe the overall shape of the rocks it would be cubic or somewhat like rectangular prisms.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/cqQYnbL.jpg" alt="cqQYnbL.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">This picture is a nice illustration of the depth that cliff can bring to your map. Look at all the different levels of height being shown here. The waterfall works its way down eroding into the rock. Again, the rocks in this picture are blocky and angular.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/1FoQML8.jpg" alt="1FoQML8.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">This picture shows a natural rock face. The properties of the rock determine how it cracks when exposed to stress. Pay attention to the direction and spacing of the cracks. Do you see any patterns? Also notice that vegetation can grow out of cracks in the rock face. This is a little detail you can add to your tiles for variation in your landscape.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/pSylzZa.jpg" alt="pSylzZa.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">This is a man-made rock wall. It is held together by nothing more than gravity and the weight of the rocks pressing against each other. Rocks of different sizes are carefully selected to fit snugly into each empty space. This picture shows angular blocks but a dry-set rock wall can also be made using round stones as well.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/pH5ilpR.jpg" alt="pH5ilpR.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">This is another example of a dry-stack rock wall. This time the wall is made up of evenly sized, flat rock slabs.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/xCBFDmQ.jpg" alt="xCBFDmQ.jpg"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">This last picture is an example of another type of man-made rock wall, but it is not a dry-stack. This is a wall made when rocks are held together by a matrix. The matrix can be cement, mud, plaster, or any other material that hardens between the rocks to bind them in place.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Finally, onto making an actual tile...</p>
<p style="text-align:center;"> </p>
<p><strong><u>A Man-made Rock Wall.</u></strong></p>
<p> </p>
<p><u>Step One:</u></p>
<p>Draw some basic round shapes of different sizes, but not perfect circles or ovals. Make sure that each shape has their own layer. Here I have drawn three different sized rocks:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/rkscZ3J.png" alt="rkscZ3J.png"></p>
<p> </p>
<p><u>Step Two:</u></p>
<p>Next were are going to pick the colors for our palette. I am using black, a darkest color, a shadow color, the base Color (Midtone), and a highlight color. You can always change the palette if you donâ€™t like it later on. I chose pinkish gray because I didnâ€™t want just plain gray stones.Then fill each rock with the base color.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/U5qurO7.png" alt="U5qurO7.png"></p>
<p> </p>
<p><u>Step Three:</u></p>
<p>Duplicate each rock layer several times. We are going to use these stones like puzzle pieces to fill in our tile. We want as little gaps as possible between our stones. For this style of wall do not overlap the layers of stones, but it is okay if they share a border with an adjacent stone.</p>
<p> </p>
<p>I like to start with the larger rocks first and go in descending order. It is easier to squeeze the smaller rocks into the empty spaces. Also, I like to start at the edge of the tile. Remember it needs to repeat so we have to make sure that the edges line up seamlessly. (See tutorial 6 for more about tessellation).</p>
<p><span style="color:#ff0000;">*Note:</span> There are other methods to create seamless tiles. We will explore that possibly in the future. For now develop your sense of space by manipulating the pieces manually.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/0Z6kdHx.png" alt="0Z6kdHx.png"></p>
<p> </p>
<p>In the above picture, the section of the rock with the marquee around it crosses over the eastern border of the tile. While it is still selected, I use the move tool to move that piece over to the western border of the tile so the two pieces of the rock will connect when the pattern repeats. See below:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Qr5DP3f.png" alt="Qr5DP3f.png"></p>
<p style="text-align:center;"> </p>
<p><u>Step Four:</u></p>
<p>Next we will fill in the rest of the border rocks, mixing between different sizes. Pay special attention to the corners because that is where a rock could be split up into multiple parts.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SECRET ADVICE:</p>
<p> </p>
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<p>If it helps, you can flip or rotate rocks 90, 180, or 270 degrees to fit the pieces together.</p>
<p> </p>
</div>
</div>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/iTrYfYr.png" alt="iTrYfYr.png"></p>
<p> </p>
<p><u>Step Five:</u></p>
<p>So the border is all done. I have a few gaps but it is okay. There are naturally going to be gaps in our rock wall. In this step we are going to fill in the rest of the inside of the tile with our rocks. Remember, shared edges are okay, overlap is not.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/YU0fV2f.png" alt="YU0fV2f.png"></p>
<p> </p>
<p><u>Step Six:</u></p>
<p>Next we need to fill all those little gaps with a smaller rock. I am going to draw in some smaller round shapes between the largest cracks. I will fill in the rest of the empty spaces with white only for the time being. The white will contrast against the black outline of the stones and really help us see where our negative space is. Zoom out and adjust shapes as necessary so it doesnâ€™t look like one rock is floating in front of another. Don't redraw the edges at this point unless you know for sure it will repeat when tiled.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/VrCo9oV.png" alt="VrCo9oV.png"></p>
<p> </p>
<p><u>Step Seven:</u></p>
<p>Now that the gaps are filled we can start coloring the rocks.</p>
<p>First I change the black outline of the rocks to the darkest color, but I decided that I needed a darker shade of my darkest color and the I fill the white spaces with that color. The new color has the red arrow pointing to it. To recap: the negative space is filled by the newest darkest color, while the black outline has been replaced by the previous darkest color.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA SAYS:</p>
<p> </p>
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<p>Huh-wha???</p>
<p> </p>
</div>
</div>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/fKPiVHY.png" alt="fKPiVHY.png"></p>
<p><u>Step Eight:</u></p>
<p>Next we will add the shadow and the highlight color each on their own separate layer so we can erase as we please without worrying about the base color which is already applied underneath. We can merge layers when we finish.</p>
<p>Remember to determine the direction of your light source for the shadows and highlights. My light source will be coming from the upper left so shadows will be to the lower right. I also changed the color of my highlight color because it made the rocks look too shiny.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/QyQzgeO.png" alt="QyQzgeO.png"></p>
<p> </p>
<p>Here is the finished tile at actual pixel size:</p>
<p> </p>
<p> </p>
<p><img src="http://i.imgur.com/Kj7w3ke.png" alt="Kj7w3ke.png"></p>
<p> </p>
<p> </p>
<p>Letâ€™s see how well it tiles:</p>
<p> </p>
<p><img src="http://i.imgur.com/AKhTNmV.png" alt="AKhTNmV.png"></p>
<p> </p>
<p>I can see a little evidence of the grid effect happening, so I would probably make some variations to the tile or modify some of the shapes, but it works well overall and I like the colors.</p>
<p> </p>
<p>I can apply the same process to angular blocks as well for making cliff faces. This tile is one such example although it is still a work in progress:</p>
<p> </p>
<p><img src="http://i.imgur.com/Pa4vMlE.png" alt="Pa4vMlE.png"></p>
<p> </p>
<p><u><strong>Conclusion:</strong></u></p>
<p>That is all for now. I hope you enjoyed this tutorial. There is still much to learn especially when we get to combining tiles to form walls and autotiles. Thanks for reading. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
<p>Photo Credits:</p>
<p> </p>
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<p>Wikipedia.com</p>
<p>Turbosquid.com</p>
<p>Graphicarchive.net</p>
<p>123rf.com</p>
<p><a href="http://howlandiceland2011.wordpress.com/ring-road/1-keflavik-borgarnes/" rel="external nofollow">http://howlandiceland2011.wordpress.com/ring-road/1-keflavik-borgarnes/</a></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#0000ff;"><u><span style="font-size:24px;">Tutorial 8: Landscape Series Part 3: Make a Wall Autotile</span></u></span></p>
<p> </p>
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<p><strong><u>Introduction</u></strong></p>
<p> </p>
<p>This tutorial is going to be exactly what the title claims. I am going to show you how to create a wall autotile like the ones from the A4 tileset. I will be using the grass tile made in tutorial 6 and the rock wall tile from tutorial 7. We will look at the construction of an autotile but not go into too much detail.</p>
<p> </p>
<p>Unlike regularly repeating tiles, autotiles are more complicated because they are sub-divided into mini-tiles that need to repeat with certain edges based on their location. No matter what some people say, autotiles are still confusing even to me. However, I am going to show you the easiest way to create a basic A4 wall autotile. If you want to know more about autotiles read this tutorial from Nick Palmer: <a href="http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/" rel="external nofollow">http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/</a></p>
<p style="text-align:center;"> </p>
<p>Nick's tutorial talks about the A2 autotile anatomy more specifically. I have found that some of the properties of the A4 tiles differ a little bit from the A2 autotiles. Still it is worth a  read. Hopefully in the future I can create a tutorial about the animated A1 autotiles.</p>
<p> </p>
<p><span style="color:#ff0000;">***SIDE NOTE***</span></p>
<p>Unfortunately, the Dojo Ninja is out on a mission and won't be making contributions to this tutorial.</p>
<p> </p>
<p><strong><u>Materials:</u></strong></p>
<p> </p>
<p>For this tutorial you will need:</p>
<p> </p>
<ul><li>Photoshop or another image editing program that allows for multiple layers and changes of opacity.</li>
<li>A grass tile that can tessellate with itself.</li>
<li>A rock tile that can tessellate with itself.</li>
</ul><p> </p>
<p><strong><u>Studying the A4 Auto-tile</u></strong></p>
<p> </p>
<p>If you have read some of my previous tutorials, then you know that I like to start off by examining topics before I walk you through the process of making them. Look elsewhere if you want a recipe. Read on if you want to learn so you can apply this knowledge to your own creations.</p>
<p> </p>
<p>The A4 autotile is 2 tiles wide and 5 tiles high (64 pixels w by 160 pixels h).</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/pYYuENM.png" alt="pYYuENM.png"></p>
<p> </p>
<p>There are four sections to the autotile that the program uses; the <em>display tile</em>, the <em>corner constructo</em>r tile, the 4 <em>roof/top</em> tiles, and the 4 tiles that make up the face of the <em>wall</em>.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/NmjbCPr.png" alt="NmjbCPr.png"></p>
<p> </p>
<p>A wall auto-tile doesnâ€™t tessellate by repeating 32 x 32 pixel tiles however. In actuality these tiles are broken up into 16 x 16 pixel mini-tiles that are re-arranged into different positions creating the pattern. I created a quick graphic to demonstrate this below. I must apologize because my coding system isn't very well organized but at the time I was using this for myself. Regardless, I am going to explain what the code means for each mini-tile and provide an illustration for what it looks like in the editor.</p>
<p> </p>
<p>Here is the breakdown of the 16 x 16 mini-tiles in our autotile block:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/iDxWfT8.png" alt="iDxWfT8.png"></p>
<p> </p>
<p>The red, yellow, green, and blue pattern is just a way to visually break up the mini-tiles. However I have found that the red, yellow, green, blue, pattern is never broken in the editor which means that a single 32 x 32 tile is made up of four 16 x 16 mini-tiles from each of the different color locations. It might not make sense yet, but it will later on.</p>
<p> </p>
<p>The 4 aâ€™s in the upper left corner show the <em>display</em> tile. This tile is not used at all in the physical construction of your wall. It is the graphic the tileset editor shows you so you know what tile you are choosing. The 4 eâ€™s next to the 4 aâ€™s show the <em>corner constructor</em> tile. These are used when you form corners or edges with your wall.</p>
<p> </p>
<p><strong>Letter Code Key:</strong></p>
<p>r = roof</p>
<p>w = wall</p>
<p>c = corner</p>
<p>e = edge</p>
<p>i = inner (itâ€™s i but the font I was using makes it look like an l)</p>
<p>t = top edge</p>
<p>b= border edge</p>
<p>d = downward edge</p>
<p>In retrospect those reâ€™s should be rbâ€™s to keep everything consistent.</p>
<p>Example:</p>
<p>wb = wall border</p>
<p>ri = roof inner</p>
<p>wd = wallâ€™s downward edge</p>
<p> </p>
<p>The two red wcâ€™s were just a visual indicator for me.</p>
<p>Confused yet? Donâ€™t let the coding fool you. Letâ€™s take a look at it in action. It will make more sense then.</p>
<p> </p>
<p><strong>Examining the Tiles</strong></p>
<p> </p>
<p>Letâ€™s start with just the roof tile for now. In my map editor I have my aaaa tile selected. When I put it down on my map I get four rc's! It is creating a 32 x 32 tile by combining all four of the rc mini-tiles.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/yUG3a30.png" alt="yUG3a30.png"></p>
<p> </p>
<p>What happens when I add another roof tile next to it? Do you think it will be another tile composed of all the rc's?</p>
<p> </p>
<p> </p>
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<p style="text-align:center;"><img src="http://i.imgur.com/2W8zloT.png" alt="2W8zloT.png"></p>
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</div>
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<p> </p>
<p> </p>
<p>Did you see how it changed?  The rc's form the outer borders of each 32 pixel tile and on the inside are top edge and downward edge mini-tiles now. Our roof is currently two tiles long and only one tile high. After the initial tile, if we continue in a row, the current pattern shown in the above picture wonâ€™t change. So what happens when we add a row beneath the current one creating a roof that is 2 tiles by 2 tiles?</p>
<p> </p>
<p> </p>
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<p style="text-align:center;"><img src="http://i.imgur.com/DDOHmdt.png" alt="DDOHmdt.png"></p>
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<p> </p>
<p> </p>
<p>Does this pattern look familiar? It duplicates the exact layout of the four tiles from our original roof diagram. The edges and corners are moved outwards and the interior is formed by the four interior roof tiles. Again this same pattern repeats.</p>
<p> </p>
<p>The walls also work the same way. It starts out with just the corners together. Then the corners and edges, and finally the interior mini-tiles bordered by the corners and edges.</p>
<p> </p>
<p>Let's compare the roof and wall tiles below. For another comparison, I have super-imposed my diagram onto one of the existing RTP auto-tiles.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Cj1HuS2.png" alt="Cj1HuS2.png"></p>
<p> </p>
<p>Nothing will change with the patterns already described above when we connect the roof tiles with the wall tiles to make our complete wall. A long straight row keeps the pattern the same.</p>
<p>However the pattern <em>does</em> change when we want to alter the direction of our wall. This is when those tricky 4eâ€™s mini-tiles come into play. In all honesty, I am still having some difficulty working with the e mini-tiles. Letâ€™s look at an example of the roof and wall altogether and changing directions:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/6OfaFMi.png" alt="6OfaFMi.png"></p>
<p> </p>
<p>I set the wall to a normal graphic because it doesn't affect the roofâ€™s edges. Notice how the edges come together in relation to the other tiles. Also notice how the red, yellow, green, and blue mini-tile pattern is never interrupted.</p>
<p> </p>
<p>Okay, enough of this pattern stuff. Letâ€™s get into the easiest way to make your own A4 autotile.</p>
<p> </p>
<p><strong><u>Putting Together the A4 Autotile</u></strong></p>
<p> </p>
<p>Some of these steps might seem shortened, but that is because I donâ€™t want to waste any time with the process. I am going to assume that you already have some ability with Photoshop or your image editing software when I say we are going to copy and paste a layer. I might say the steps but I donâ€™t want to provide a picture for each copy and paste. Make sense?</p>
<p> </p>
<p>First open up your image editing program. Set your canvas size or work area to 64 pixels wide by 160 pixels high. I added in guidelines at 32px vertical, and horizontal: 32px, 64px, 96px, and 128px. Then I locked the guidelines so they wouldnâ€™t move around.</p>
<p> </p>
<p>Next import your grass tile and your rock tile into separate layers.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/melwfIL.png" alt="melwfIL.png"></p>
<p> </p>
<p>Next duplicate the grass tile layer 5 times and position them across the top six 32 x 32 tiles and then merge the layers together into one layer.</p>
<p> </p>
<p>Then we duplicate the rock tile layer 3 times, position them across the bottom four 32 x 32 tiles and merge them into a single layer.</p>
<p> </p>
<p>The result is shown in the picture below:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Xi8SBM3.png" alt="Xi8SBM3.png"></p>
<p> </p>
<p>This is an extremely basic A4 auto-tile. Imported into you RMVXAce and used on the map, it looks like this:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/SrFgEa6.png" alt="SrFgEa6.png"></p>
<p> </p>
<p>Holy sharp edges batman! I could show you how to make more rounded walls, but that would be more advanced. Making the walls rounder isnâ€™t difficult but it is time consuming. Instead, I am going to show you some tricks to give these sharp walls a little more character.</p>
<p> </p>
<p>Do you see what the RTP's A4 tiles do to make their edges look softer? The roof pattern is padded by a darker color. In our case we are going to take the darkest green from our grass and draw a one pixel width border around the roof tiles with the exception of the edges where the roof and wall meet. (Thatâ€™s next).</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/m7Q16fQ.png" alt="m7Q16fQ.png"></p>
<p> </p>
<p>The red overlay shows the one pixel border I drew with the darkest color of the grass tile.</p>
<p> </p>
<p>For the next step we need to make sure the rock wall layer is beneath the grass roof layer in our image editing program.  Turn off the visibility of the grass layer and select the rock layer.</p>
<p>Use the rectangular marquee tool, start from the bottom of the tiles and select 64 pixels wide and roughly 16 pixels high. Copy the selection and paste it above the previous later and then merge the two layers together. See the pic below:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/EfMpq5t.png" alt="EfMpq5t.png"></p>
<p> </p>
<p>Turn the the grass roof layer's visibility on and select it. Because this layer is above the rock layer, it will look like we didn't do anything to it, but there is still about 16 pixels worth of rock underneath the grass at the edge where the rock face meets the grass roof.</p>
<p>We are going to take our eraser tool, set it to 1px, and start erasing jagged clumps of grass out of the bottom edge of the roof layer.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Wrk2DfB.png" alt="Wrk2DfB.png"></p>
<p> </p>
<p>The area highlighted in red are the pixels I erased from the grass roof layer. The rock we placed underneath in the previous step now shows through from where those pixels were removed.</p>
<p> </p>
<p>Now we need to add some definition so the grass pops. Essentially the grass is hanging over the wall so we will add shadows underneath the grass and highlights on top of the grass at the edge. This will give us the depth we need and add some visual interest. I am going to tell you the process for each the shadows and highlights but show you only one picture of the combined result.</p>
<p> </p>
<p><strong>Shadows:</strong></p>
<p>Create a new layer for the shadows. Place it below the grass roof layer but above the rock wall layer.</p>
<p>I used the pencil tool at 1 px and with the color black. I drew black lines 3 pixels down from each hanging strand of grass; just following the jagged grass lines. Then I set the opacity of the shadow layer to 50%.</p>
<p> </p>
<p><strong>Highlights:</strong></p>
<p>Create a new layer for the highlights and place it above the grass roof layer. Use the pencil tool at 1 px and select the lightest color from the grass tile. Then draw short random strokes that indicate where the grass starts to drape over the edge of the rock face. I set the opacity of the highlight layer to about 75%.</p>
<p> </p>
<p><strong>Additional techniques:</strong></p>
<p>Just for the heck of it I decided to throw in some additional techniques you could use and experiment with.  You can also use the <em>dodge tool</em> to create highlights and the <em>burn tool</em> to create shadows. Another way to add depth is to <em>overlay a gradient</em> that goes from darkest at the sides to lightest in the middle.</p>
<p> </p>
<p>In the final version you will see, I have used the burn tool a little bit on the edges of the rock wall and the dodge tool to go over my highlights. Experiment with different settings to get the result you want.</p>
<p> </p>
<p>Check out the original on the left with the new version on the right:</p>
<p> </p>
<p> </p>
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</div>
<p> </p>
<p> </p>
<p> </p>
<p>The question is how well does it work on the map? Letâ€™s take a look:</p>
<p> </p>
<p> </p>
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<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/SVV2mKQ.png" alt="SVV2mKQ.png"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>I think it looks pretty good although I still see areas where I can make it look better. Rounding out the corners would really help as well as repeating the highlight on the edges to define the roof top better. Maybe, just maybe I might make a follow up for this tutorial on rounding out the walls. But for now I am sick of walls. So with that said I hope you enjoyed this tutorial or found it useful in some way. If you have questions, comments, or suggestions for future tutorials feel free to post it in this thread.</p>
<p> </p>
<p>Thanks,</p>
<p>-One Cut Studio <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#0000ff;"><u><span style="font-size:24px;">Tutorial 9: Landscape Series Part 4: Water Auto-Tiles</span></u></span></p>
<p> </p>
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<p> </p>
<p><strong>Materials:</strong></p>
<p> </p>
<ul><li>Image editing software that allows for multiple layers and opacity changes.</li>
<li>A grass tile.</li>
<li>A dirt tile.</li>
<li>A water tile.</li>
</ul><p><strong>Introduction:</strong></p>
<p> </p>
<p>In this tutorial I will be showing you how to make an animated water auto-tile. In the previous tutorial we talked about making an auto-tile, so if you donâ€™t know too much about the auto-tile process I suggest reading that one first. I will need to show you how to make a water tile and how to animate it as well. Keep in mind that there are different types of water tiles and different ways to animate them. A calm pool is going to be animated a lot differently from a choppy sea.</p>
<p> </p>
<p>In fact animating might be the easiest part of this build. The actual construction of the auto-tile is a lot more intensive.</p>
<p> </p>
<p>Water auto-tiles are used to create ponds, lakes, rivers, oceans, and pools. Pools are usually less organic and have harder defined edges than the tiles used in ponds, lakes, rivers, and oceans.</p>
<p> </p>
<p>I have identified two ways to animate water tiles. Keep in mind that there may be more and I only offer these two as a simple way to convey the basic idea. I call them the:</p>
<p> </p>
<p><strong>Border-Changing Method</strong> (Used for calm bodies of water.)</p>
<p>--and--</p>
<p><strong>Cell-Changing Method</strong> (Used for choppier bodies of water.)</p>
<p> </p>
<p><u>The auto-tile basic:</u></p>
<p> </p>
<p>The water auto-tiles are composed of 6 32 x 32 pixel tiles in total. The auto-tile is 2 tiles wide by 3 tiles high. The top left tile is the display tile (only shown in the map editor), the top right tile is the edges tile (draws the edges) and the bottom four tiles define the borders.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/C9G3jgL.png" alt="C9G3jgL.png"></p>
<p> </p>
<p>Animated water tiles also have three separate frames of animation. Each frame is a variation of the 2 x 6 tile image. The animation cycle is performed very much like the walk cycle for sprite animations. It will start with A then go to B, then C, back to B, before returning to A.</p>
<p>Animation pattern: A-B-C-B (repeats)</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Uohxn2B.png" alt="Uohxn2B.png"></p>
<p> </p>
<p><u><strong>Border-Changing Method:</strong></u></p>
<p> </p>
<p>This method is probably the more complex of the two as it involves manipulating multiple images to achieve the final effect. I like to think of the animated water-tile in this example containing four main components:</p>
<p>-The water overlay</p>
<p>-The crust</p>
<p>-The  wall</p>
<p>-The grass</p>
<p> </p>
<p>In Photoshop, I set my canvas size to the area of the auto-tile I am making. In this case I set the canvas size equal to 64 pixels wide by 96 pixels high.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S WORDS OF WISDOM <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></p>
<p> </p>
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<p>Make multiple copies of your grass layer. It is going to be used a lot in this build. It is also important to always have a back up of your unmodified tile just in case.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>We are going to make the outer crust of the auto-tile first. I call it the crust but it is basically the grass bordering the water. It is very helpful to display a grid at this point that marks increments for every 8 pixels. Using the marquee tool, I select the a square area inside the grass tile that is 8 pixels in from all the sides and delete it. (Basically remove the center of the tile). See picture.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/U502X2s.png" alt="U502X2s.png"></p>
<p> </p>
<p>The result is a small grass frame. We are going to use that small frame to piece together the larger crust of the auto-tile. Next we select 16 x 16 pixel boxes with the marquee tool and move the corners outward to the locations where they would be for the crust (the edge tiles). Picture will clarify.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/msnXWZH.png" alt="msnXWZH.png"></p>
<p> </p>
<p>We are going to use another grass tile to complete the outer edges but we have to make sure it tiles properly. Remove the center 16 x 16 square with the 8 pixel border again. To create the corners we divided the tile in half. We can think of one half as A, and the other as B. The pattern is such that A lies next to B. Since the 16 pixel-half tile in the upperleft corner is A, the 16 pixels next to it should be B. We need to select the top 8 x 16 pixels and position them to the order of an AB pattern.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/f3pZJxQ.png" alt="f3pZJxQ.png"></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/2wzawFV.png" alt="2wzawFV.png"></p>
<p> </p>
<p>Repeat the process for the bottom edge. Itâ€™s exactly the same process. Select the 8 x 16 A or B with the marquee tool and move it to the correct position keeping the AB pattern.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/BkVYUwD.png" alt="BkVYUwD.png"></p>
<p> </p>
<p>Get rid of the excess bits from the grass tile we just manipulated and then bring up a new grass tile. (So far this is the third time we've use our grass tileâ€¦see why the Dojo Ninja said to have copies). Remove the center like before. We are going to do the exact same thing for the left and right edges as we did for the top and bottom. We are going to select the 8 x 16 border and move them outwards into position keeping the AB pattern.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/iT1DqMM.png" alt="iT1DqMM.png"></p>
<p> </p>
<p>Remove the excess grass tile pieces again, merge all the separate edge pieces together into one layer and now we have our outer edges complete. If we were making an inorganic pool where the borders are brick then our work would be done. However a perfectly square border for a pool in nature is hardly natural. So now we need to round out the edges a bit.</p>
<p> </p>
<p>We are going to use the pen tool. Click on the option for paths, select the rounded rectangle tool with a radius of 8px. I am going to create a path from the center of the upper-left 8 px by 8 px corner to the center of the bottom-right 8 px x 8  px corner.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> DOJO NINJA'S SECRET TIP <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"></p>
<p> </p>
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<p>Instead of using the shape tools, you can also use the freeform pen tool to draw your own shape. It will be more organic looking this way too!</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/XMqlso8.png" alt="XMqlso8.png"></p>
<p> </p>
<p>Then we go to the Paths tab, right click on the window for the path we just created and from the menu pick â€œmake selectionâ€ and Ctrl + X to cut out the pixels.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/yZQRrKL.png" alt="yZQRrKL.png"></p>
<p> </p>
<p>Our next step is to draw in the wall that we can see from the gameâ€™s perspective. This is the wall on the bank farthest from the viewer. We can see only a glimpse of the side walls and rarely see any of the wall that is closest to us. You can draw the wall in like I am going to do or you can edit an existing wall tile placed underneath the pondâ€™s edges.</p>
<p> </p>
<p>Make sure your wall follows the contours of the path that you cut out. Because it is organic a little variation is fine. It is okay to break up the straight lines. The level of detail you put into your wall is up to you. I decided to just haphazardly draw some muddy rock shapes. Choose your colors carefully.</p>
<p> </p>
<p>I also fill in the dirt at the bottom of the pond. Again, you can use a dirt tile if you like. I simply filled in a base color with some noise. I really donâ€™t care about the detail here because I am going to be overlaying this with a color for my water layer.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Kz9v3Zx.png" alt="Kz9v3Zx.png"></p>
<p> </p>
<p>Next we create the water for our auto-tile on a separate layer. The layer should be above the dirt and wall layers but below the grass edge layer. I use the marquee tool to select an area that will fill up the inside of the pool and rises partially up the wall.  I select a blue that I like and fill the selected area. See picture.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/6eO5UU2.png" alt="6eO5UU2.png"></p>
<p> </p>
<p>I set the opacity of the water layer to 50% so I can see the wall through the water. Unfortunately this also decreases the brightness and saturation of my waterâ€™s color. I end up with a very murky water layer. If you like that look then you donâ€™t need to do anything else. Instead, I make some adjustments to the image to get the water where I want it before moving on. What I did was select a more saturated blue and then increased the light exposure. The result is shown in the picture below:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/YVQ1Ath.png" alt="YVQ1Ath.png"></p>
<p> </p>
<p><b><u>Creating the Animation</u></b></p>
<p> </p>
<p>Now for the sake of my own sanity I am going to get into animating the tile now. What I probably would do as an additional step is create overlap with the grass edges to make them seem more organic. This would involve a very similar process to the overhanging grass I made in the previous tutorial on the rock wall.</p>
<p> </p>
<p>We only have three frames of animation to use with one frame being repeated twice. My middle frame {frame B} is going to be the most important frame because itâ€™s action is linked to frames A and C. The key here is to produce small, subtle changes. Our brains interpret movement as the pixels change. If the changes are drastic than we get choppy, jarring, or jerky animation.</p>
<p> </p>
<p>First I want to make a composite of the entire tile as we have it so far. So I ctrl + A to select the entire workspace, then use ctrl + shift + c to copy all the layers as if merged together and then paste it into itâ€™s own layer which I name â€œcomposite.â€</p>
<p> </p>
<p>I will create a new layer above my composite image for my first frameâ€™s animation. I select a lighter blue color closer to white. What I will be using for my animation is the reflection on the waterâ€™s surface. Itâ€™s movement will indicate that the water is moving.</p>
<p>Now I draw a rough border where the water meets the grass edges or the wall. See picture.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/4CJGamj.png" alt="4CJGamj.png"></p>
<p> </p>
<p>Now I will create a new layer for the highlights in the second frame. Put this layer above the first frameâ€™s highlight layer. I also set the opacity of the first highlight layer to 50% just for the time being. Within the second frame highlight layer, I draw a different highlight border than the first. I am going to fill in where there werenâ€™t pixels before, erase, leave space empty where there were previously drawn pixels, and add some thickness to some areas. This is where the subtle changes come in. Since I am above the first highlight layer but the opacity is reduced, I can still see it and the new lines I am drawing over it.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/NMweaJf.png" alt="NMweaJf.png"></p>
<p> </p>
<p>I will repeat the process for creating the third frame. This time however, I change the opacity of the second highlight layer to 50% and turn the visibility of the first highlight layer off. I draw in a third variation of the highlight using the previous frame as a guide.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/8ky5UAf.png" alt="8ky5UAf.png"></p>
<p> </p>
<p>Now I want to test the animation. I bring all the highlight layer opacities to 100% again. I simply create a composite for each of the three frames. So frame 1 will be a composite of the water tile composite and the first frameâ€™s highlight layer and so on for all three frames. I then use the animation window to display frame 1, frame 2, frame 3, and then frame 2 again. This is what it looks like:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/KT113St.gif" alt="KT113St.gif"></p>
<p> </p>
<p>I think it looks passably decent. Of course we only added in highlights to the water. Donâ€™t forget that you could also add a separate layer for shadows and animate those as well. The amount of detail, color and blending you add to your tiles is up to you...so experiment and have fun!</p>
<p> </p>
<p>So whatâ€™s left?</p>
<p>We need to create the corner tile and the least important display tile.</p>
<p> </p>
<p><u>The Display Tile</u></p>
<p> </p>
<p>To create the display tile, since it isnâ€™t animated I just select the four 16 x 16 corners from our first frameâ€™s auto-tile and bring them together to form the display. See picture. Then I duplicate the display tile twice and merge them with each of the frames.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/jVOTcVb.png" alt="jVOTcVb.png"></p>
<p><u>The Corner Tile</u></p>
<p> </p>
<p>The corner tile is different because it needs to be animated unlike the display tile. So each frame is going to have its own slightly different corner tile. I wish there was an easier way of making these darned corner tiles. I constantly struggle with these ones the most. If anyone has any tips for creating these Iâ€™d be most appreciative. The corner tile really could have its own separate tutorial. I get the results I want typically through trial and error here.</p>
<p> </p>
<p>Okay, well here is my process. Letâ€™s start with the construction of the corners. Get your handy grass tile out again and put it into where the corner tile is supposed to be.</p>
<p> </p>
<p>I am going to remove the area shown here in red. It makes a cross-shaped cut-out.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/bt6SxSy.png" alt="bt6SxSy.png"></p>
<p> </p>
<p>The minimum width of my grass border is 4 pixels wide. In order to avoid having large protrusions at the corners of my tilings, I need to remove 4 more pixels from each corner. (Displayed in yellow).</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Q3u60yE.png" alt="Q3u60yE.png"></p>
<p> </p>
<p>Now I copy a 32 x 32 px square of the water pattern and paste it underneath the cornerâ€™s layer.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/BPhdEIJ.png" alt="BPhdEIJ.png"></p>
<p> </p>
<p>The next step is to detail the corners. The top two corners are actually for drawing the wall's edges connecting. So I draw in the walls underneath the top two corners and round out the bottom two corners a little bit.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/pZjpx01.png" alt="pZjpx01.png"></p>
<p> </p>
<p>We are almost done. What we need to do now is draw in our highlights. Use separate layers to draw highlights for each of the three frames like we did in the previous steps. It is the same process as before. Create new highlight layers for each of the corner tiles for each frame and draw in the variations. Then save your composites and you should have three complete frames!</p>
<p> </p>
<p>Lastly copy and paste your three frames in the proper sequence on the auto-tile tile sheet to be imported into RMVXAce and you are finished!</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/MvZxdwF.png" alt="MvZxdwF.png"></p>
<p style="text-align:center;"> </p>
<p>Phew!</p>
<p> </p>
<p><strong><u>Cell-Changing Method:</u></strong></p>
<p> </p>
<p>I am not going to go into too much detail about how to do the cell-changing method, but I will give you the basics:</p>
<p> </p>
<p>The actual construction of the auto-tile part is the same as above. The differences are the pattern of the water and the animation of the pixels. This type of water tile is composed of what I like to call â€œcells.â€ I create movement by expanding and contracting the cells. Making this type of water pattern could also be another tutorial in itself. But the basics are moving the cells while keeping their edges pinned. See if you can understand what I mean by taking a look at the example:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/rewfVup.gif" alt="rewfVup.gif"></p>
<p> </p>
<p>Even though it isnâ€™t perfectly tiled, you can see how the changing cell shape adds movement to the water without being too drastic. Also this is not a finished tile. It only consists of two colors. This is just a demonstration of the changing cell method.</p>
<p> </p>
<p><strong>Conclusion:</strong></p>
<p> </p>
<p>Well I hope you either enjoyed this tutorial or found it useful in some way. It takes a lot of time to write one of these and put a polished piece together for all of you. Please reply with comments, questions, or suggestions. I very much would like to hear feedback from the community. Thanks for reading.</p>
<p> </p>
<p>-One Cut Studio <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><u><span style="font-size:24px;">Tutorial 10: Creating RTP-Compatible Face Portraits</span></u></p>
<p> </p>
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<p style="text-align:center;">Tutorial 10: Creating RTP-Compatible Face Portraits</p>
<p> </p>
<p><strong>Materials</strong></p>
<p>Pencil</p>
<p>Eraser</p>
<p>Sketchpad</p>
<p>Image editing software that can create multiple layers, blending modes, and opacity changes. I will be using Photoshop.</p>
<p>Graphics tablet</p>
<p> </p>
<p><strong>Introduction</strong></p>
<p>The Pixel Dojo is not just for pixel art tutorials. Art will be covered here as well! This tutorial is about how to achieve a balance with the RTP faceset when designing facesets of your own. It is <strong>not</strong> a step by step tutorial on how to draw a face. You can find tutorials on face drawing all around the internet. Also, please keep in mind that there are many ways and preferences people have when drawing faces.</p>
<p> </p>
<p>Many people can agree that custom graphics can really help the overall aesthetic of a game. The RTP that comes with Ace has some really well done art. Unfortunately many developers feel limited in their choices when creating characters for their unique worlds. Original characters are great, especially when you have the custom portrait to match. Unfortunately not everyone is a skilled artist and mixing the RTP with unique characters can cause a discontinuity in your games.</p>
<p> </p>
<p>I have been closely studying the RTP faces and I will reveal some of my observations in this tutorial as a way to teach you how you can go about creating your own faces in a way that allows them to be used alongside the RTP and not look completely out of place. Even the faces generated by the character generator have a different look to them than the RTP.</p>
<p> </p>
<p>In my opinion there are two ways to achieve this goal:</p>
<p style="margin-left:.75in;">1.)    Replicate the art style of the drawn RTP faces.</p>
<p style="margin-left:.75in;">2.)    Use the color palette of the drawn RTP faces.</p>
<p> </p>
<p>Sounds easy right? But replicating an art style is quite difficult especially if youâ€™re art skills arenâ€™t developed or you want to stick to your own style. The easier of the two above options is creating your characters with the same color palette as used in the RTP.</p>
<p> </p>
<p><strong>RTP Study</strong></p>
<p>Take a look at this faceset sample from the RTP. What do you notice?</p>
<p> </p>
<p><img src="http://i.imgur.com/4lytcKV.png" alt="4lytcKV.png"></p>
<p> </p>
<p> </p>
<p>Here are my observations:</p>
<p> </p>
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<p><span style="font-family:wingdings;">  </span></p>
<ul><li>The faces are all drawn in either a Â¾ view to a view that is almost a profile. Therefore drawing your charactersâ€™ faces in either Â¾ or extreme Â¾ view would be a good start to replicating the design of the RTP faces.</li>
<li>Dark purples are used for the shaded areas on the skin and the hair.</li>
<li>Lines are not too thick and not too thin and any single line does not vary in thickness by very much.</li>
<li>Very dark lines are used where two major sections need to be distinguished from each other.</li>
<li>Internal lines are drawn with a darker color of the corresponding base color.</li>
<li>Faces are drawn in an anime style.</li>
<li>We donâ€™t see the whole head. It is cropped around the characterâ€™s face and neck/shoulders.</li>
<li>Looking very closely you can see that there are pixels of varying opacity.</li>
</ul><p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>You may have even noticed other details from your observations, but the biggest clues to me are the clean lines and variable pixel opacities. This suggests the mathematical involvement of a computer program! What does it mean?</p>
<p> </p>
<p>Basically, we are going to start out big and then resize it smaller.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> NINJA TIP</p>
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<p>Whatever you do keep your style consistent.</p>
<p>Abstract------Representational-------Realistic</p>
<p>Low level of detail-----------High level of detail</p>
<p>Are you emulating a certain style?</p>
<p>Anime?</p>
<p>Western?</p>
<p>Or even a particular artistâ€™s work?</p>
<p>Nothing ruins the aesthetic of a gameâ€™s art more than style inconsistencies. A consistent art style helps make the game feel like a complete package.</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong>Drawing the Face:</strong></p>
<p> </p>
<p>Not all portraits have to be in Â¾ view.  Case in point: the character generator faces are drawn straight on. For this tutorial I also chose to draw a full frontal view for my face as it is the easiest to draw and if using colors from the RTP palette should look perfectly natural when used alongside other RTP faces.</p>
<p> </p>
<p>The biggest tip I can give you is to draw loose and light. Practice drawing circles. Use your whole arm to draw. Loosen up first to get ready to draw.</p>
<p> </p>
<p>The final size for our single face graphic is going to be 96 x 96 pixels at a resolution of 72 dots per inch (dpi).</p>
<p> </p>
<p>I am going to double the size and resolution of my canvas to start drawing the face and then reduce it to the final resolution and size after it is completely drawn. I also want to add a nice buffer of pixels around my drawing area so I can fit the whole head in which I can crop later.</p>
<p> </p>
<p>Therefore the initial document settings are:</p>
<p>Size: 242 x 242 pixels (192 + 50 pixel buffer x 192 + 50 pixel buffer)</p>
<p>Resolution: 144 dpi</p>
<p> </p>
<p><u>Draft and Ink Layer</u></p>
<p> </p>
<p>The final result will be a composite of many different layers. The first layer will be the drawn outline of the face. I actually drew my face on paper and scanned it into the computer. From there I inked over the lines I wanted to keep as my ink layer. I used my graphics tablet to draw my lines for a more organic feel. Keep in mind that even if you donâ€™t have a pen and tablet, you could still use the â€œpenâ€ tool to create and stroke â€œpaths.â€ Stroking paths will give you a more uniform looking graphic.</p>
<p> </p>
<p><img src="http://i.imgur.com/nkmtvQB.png" alt="nkmtvQB.png"></p>
<p> </p>
<p><u>Base Skin Layer</u></p>
<p> </p>
<p>I create a new layer for the base skin color. Its position will be above the ink layer. I also set the layerâ€™s blending mode to â€œmultiply.â€ The â€œmultiplyâ€ blend mode is a darkening blend mode which means that colors placed on top of it will be mathematically darkened. The mode also allows for black to show through.</p>
<p> </p>
<p>Using the eyedropper tool I select the color of a skin tone from the RTP faces. In this case, I am using the same skin tone as the character in the RTP example from the section above (top row, second from the left).</p>
<p> </p>
<p>Color the skin like you would in a coloring book. Going slightly over the black lines of the outline layer below wonâ€™t make too much of a difference. Stay in the lines as much as you can without going out of the lines.</p>
<p> </p>
<p><img src="http://i.imgur.com/PKvLdVJ.png" alt="PKvLdVJ.png"></p>
<p> </p>
<p><u>Base Hair Layer</u></p>
<p> </p>
<p>We are going to do the same thing for the base hair color. We create a new layer above the skin layer and set its blending mode to multiply. The color I selected for the hair is the same color as characterâ€™s hair from the portrait I pulled the skin color from. You will notice that I have only colored the hair in the foreground.</p>
<p> </p>
<p><img src="http://i.imgur.com/vljzMkS.png" alt="vljzMkS.png"></p>
<p> </p>
<p><u>Background Hair</u></p>
<p> </p>
<p>Another new layer (blend mode is multiply) is created for the background hair and placed above the base hair layer. I am using the same dark purple used in the RTP to fill in this area.</p>
<p> </p>
<p><img src="http://i.imgur.com/Lj6FKRu.png" alt="Lj6FKRu.png"></p>
<p> </p>
<p><u>Base Eyes</u></p>
<p> </p>
<p>The next step was filling in the eye color and drawing in the base for the irises. (I think I mislabeled my layer as pupils but whateverâ€¦) The whites of the eyes are a separate layer from the irises. The blend mode for the whites of the eyes is normal, while the iris layer has a multiply blend mode. It should make sense that the iris layer is placed above the eye white layer.</p>
<p> </p>
<p><img src="http://i.imgur.com/NawC83P.png" alt="NawC83P.png"></p>
<p> </p>
<p><u>Pupils and Eye Reflections</u></p>
<p> </p>
<p>Next I drew the pupils in with a darker color of the irisâ€™ base color. Something that is very characteristic of the anime style is the highlights added to the eye. In order to create this effect, I made a new layer above the irises and pupils. This layer was set to the â€œcolor dodgeâ€ blend mode. Color dodge is a lightening blend mode that mathematically lightens the colors it is drawn over the top of. I drew the little reflected spots of light with the same color used in the iris, but because of the blend mode it appears lightened.</p>
<p> </p>
<p><img src="http://i.imgur.com/m4KlCaE.png" alt="m4KlCaE.png"></p>
<p> </p>
<p><u>Giving the Face Depth</u></p>
<p> </p>
<p>There are many different blending mode options in Photoshop and other graphics programs. I would suggest experimenting with the different blend modes to achieve the effect that you are going for. Sometimes I like using the color burn or multiply blending mode to create shadows. In the first image below you will see that I used multiply to make shadows on the face. The result is that the shadows are a darker tone of the base skin color. This gives my overall image a â€œwarmerâ€ feel. However, I wanted to stick close to what the RTP did so I had to change my method. As mentioned before, shadows on the RTP faces are done in a dark purple color. I once again created a new layer, sampled the purple color from the RTP and drew in the shadows on my characterâ€™s face.</p>
<p> </p>
<p><img src="http://i.imgur.com/hAQceqf.png" alt="hAQceqf.png"></p>
<p> </p>
<p><img src="http://i.imgur.com/ZH2NiR4.png" alt="ZH2NiR4.png"></p>
<p> </p>
<p><u>Blush and Shine</u></p>
<p>Another thing I noticed about the RTP faces is that most characters have a small amount of blushing around their eyes/cheekbones. Again I sampled the blush color from the RTP (make sure you pick the one that matches the skin tone you used) and created a new layer for the blush. Then I used a combination of the blur tool and the smudge tool to even out the blush and feather it into the color of the face. I didnâ€™t want my blush to look like little pink ovals (although some styles do that). The blush highlight is its own separate layer above the blush color. I simply added a little dab of white to each blush patch with the layerâ€™s blend mode set to normal.</p>
<p> </p>
<p><img src="http://i.imgur.com/zHkMsUB.png" alt="zHkMsUB.png"></p>
<p> </p>
<p><u>Hair Strands and Shadows</u></p>
<p> </p>
<p>From my observation the hair in the RTP faces is often drawn with thick solid clumps of hair that separate out different strands. The strands are a drawn in with a darker color than the hairâ€™s base color. So for this layer I set the blend mode to linear burn which makes the color darker. Then using the base color I draw in my strands. In retrospect I probably wouldâ€™ve changed my blending mode or used a different color but the result is adequate.</p>
<p> </p>
<p><img src="http://i.imgur.com/wV6ZJjx.png" alt="wV6ZJjx.png"></p>
<p> </p>
<p><u>Hair Highlights</u></p>
<p> </p>
<p>Shiny hair is also another hallmark of the anime style. Again, I make a new layer above all the others for the hair highlights. Like the highlight layer for the eyes, this layer is also set to color dodge mode. Then I draw in my highlights. If you want a more intense shine you could also create a new layer with a normal blend mode above this one and add streaks of white.</p>
<p> </p>
<p><img src="http://i.imgur.com/yYYo5QS.png" alt="yYYo5QS.png"></p>
<p> </p>
<p><u>Done?!</u></p>
<p> </p>
<p>We are almost there. I noticed while I was working on the hair highlights that I left out a crucial facial elementâ€¦eyebrows! Also some of the lines defining the face needed a little cleaning up. Therefore I created a final layer above all the others to fix these problems. I quickly added in some eyebrows and thickened some of the ink lines.</p>
<p> </p>
<p><u>Done</u></p>
<p>The last step is putting the image into its final size and resolution.</p>
<ul><li>Press Ctrl + A to select everything.</li>
<li>Press Ctrl + Shift + C to Copy Merged (creating a composite of all the visible layers)</li>
<li>Press Ctrl + V to paste the composite.</li>
<li>Turn off all the other layers but keep the newly pasted composite layer visible.</li>
<li>Remove the 50 pixel buffer by changing the canvas size to 192 x 192 pixels.</li>
<li>Use the move tool to move the layer around in the frame to where you want the face to be cropped.</li>
<li>Press Ctrl + A to select everything again.</li>
<li>Press Ctrl +Shift + C to Copy merged again.</li>
<li>Then create a new document with a canvas size of 96 x 96 pixels and set to a resolution of 72 dpi.</li>
<li>Press Ctrl + V to paste the composited image as a single layer.</li>
<li>Press Ctrl + T to call the transform tool on the image.</li>
<li>Click the â€œchainâ€ icon to link the height and width settings together and then simply reduce the size of the layer by 50%.</li>
</ul><p> </p>
<p>And there you have it! The RTP compatible face is done.</p>
<p> </p>
<p>The image below is a visual summary of the faceâ€™s construction:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://i.imgur.com/e6n0XTw.png" alt="e6n0XTw.png"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>I hope you liked this tutorial or found it useful in some way. Check out my free resource thread for free graphic resources. Thanks for reading!</p>
<p> </p>
<p>-One Cut Studio <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><u><span style="font-size:24px;">Tutorial 11: The Pixel-Over Technique</span></u></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p> </p>
<p><strong>Materials</strong></p>
<p> </p>
<p>You will need:</p>
<ul><li>An image to pixel over.</li>
<li>Image editing software that allows for multiple layers and opacity changes (I will be using Photoshop).</li>
</ul><p><strong>Introduction</strong></p>
<p> </p>
<p>Sometimes we want to create graphics of something for our games, but feel that our artistic ability is lacking. We may try as hard as we want but still not get the result we are looking for. Maybe we canâ€™t get the shapes just right, or the colors seem a little off. Whatever the case, the <em>pixel-over technique</em> may be useful for you to help achieve your goal.</p>
<p> </p>
<p><span style="color:#ff0000;">I caution you that the pixel-over technique should be used sparingly and is no substitute for spriting skill developed over time. I offer it here as just another technique to add to your pixel art toolbox.</span></p>
<p> </p>
<p><strong>So what is pixel-over?</strong></p>
<p> </p>
<p>The pixel-over technique is very similar to what tracing is in drawing. Letâ€™s say that I wanted to draw a cartoon character but I wasn't a very good artist. I could find an image of that character, and using tracing paper make a complete copy of the image. Just don't pretend like you drew it by yourself!</p>
<p>Pixeling-over is the same concept. Essentially we take an image and use a new layer in our image editing software as tracing paper to draw pixels over the original image.</p>
<p> </p>
<p>Pixel-Over Technique Pros and Cons:</p>
<p> </p>
<p>Pros:</p>
<ul><li>Very little artistic skill is needed.</li>
<li>It is an easy technique to do.</li>
<li>It is quicker than drawing from scratch.</li>
</ul><p> </p>
<p>Cons:</p>
<ul><li>Your finished product is not original work.</li>
<li>You wonâ€™t get to practice actual drawing skills by noticing the relationships between lines and shapes.</li>
<li>The final image most likely wonâ€™t match the proportion or perspective of your game.</li>
</ul><p> </p>
<p><strong>Starting with the Technique</strong></p>
<p> </p>
<p>For the purposes of this tutorial, I am going to make a pixel-over sprite of Ironman.</p>
<p>First I find a picture from the internet and copy it.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/gcDZ8ln.png" alt="gcDZ8ln.png"></p>
<p> </p>
<p>Next I create a new photoshop document with the following settings:</p>
<p>height: 64 pixels</p>
<p>width: 32 pixels</p>
<p>resolution: 72dpi</p>
<p>color mode: RGB 8-bit</p>
<p> </p>
<p>I chose to make my sprite 32 x 64 because the ratio is 2:1 and matches my chosen image's ratio a lot closer in terms of width and height.</p>
<p> </p>
<p>Then we paste the image into the project as a new layer.</p>
<p> </p>
<p>Because I have a white background, I select the white color range (adjusting the tolerance as necessary) and remove it with ctrl + x.</p>
<p> </p>
<p>Now we call up the translation tool by pressing ctrl + t. Lock the aspect ratio by clicking the chainlink icon between the height and width parameters. Then resize the image to fit within the boundaries of the canvas.</p>
<p> </p>
<p>Then I create a one pixel stroke on the inside or center of the image. Here is the image resized an stroked in a zoomed view:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/AanJKoT.png" alt="AanJKoT.png"></p>
<p style="text-align:center;"> </p>
<p>And at 100%:</p>
<p style="text-align:center;"><img src="http://i.imgur.com/S6hjPRP.png" alt="S6hjPRP.png"></p>
<p> </p>
<p>Doesn't it look like an Ironman sticker? Anyways, now is when we are really going to pixel-over and change some lines to suit our needs.</p>
<p> </p>
<p><strong>Pixel-Over the Resized Image</strong></p>
<p> </p>
<p>First we want to duplicate our resized base layer and make it invisible while keeping the duplicate visible and actively selected.</p>
<p> </p>
<p>Next we are going to pull some of the colors out of the image to make our palette. Since there are a lot of colors, we want to narrow it down to the most important colors. I like to pull a solid midtone, shadow, and highlight for each hue.</p>
<p> </p>
<p>Since the base image reduced the opacity of some pixels when we resized, we will fix that when we pixel-over them with our newly picked colors. A solid character will stand out better from the background than one with fading edges.</p>
<p> </p>
<p>So what I am doing now is refining the shapes to eliminate hard edges that donâ€™t make sense with the human form. I am also outlining the sprite with a darker color pulled from the suit. At the same time, I am erasing or covering over translucent pixels.</p>
<p> </p>
<p>To make both sides symmetrical, I duplicated the side I liked the most so far and pasted it as two new layers. I horizontally flipped one of those layers, lined up the two identical halves and merged them into one layer.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/6A1eiEp.png" alt="6A1eiEp.png"></p>
<p> </p>
<p>I create a new layer that I completely fill with black and put this behind my sprite layer. This will allow me to see if I missed any translucent pixels. It will show me where to erase pixels on my sprite layer and where to fill in with areas of color.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/f6uj9fn.png" alt="f6uj9fn.png"></p>
<p> </p>
<p>Another way to check if your outline is clean is by using the magic wand tool. In the picture below it is very clear that there are some pixels that need to be erased even if I canâ€™t see them. Youâ€™ll be all set when the magic wand selects around the figure in a solid outline.</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/RTyeT3p.png" alt="RTyeT3p.png"></p>
<p style="text-align:center;">Even though you can't see the pixels, they are still there!</p>
<p> </p>
<p>With the outline cleaned up and some of the color fixed, I could possibly keep Ironman as he is now. If you like the outcome and you intend to make it a game character the next step would be to start creating the different walking poses. This could be my final:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/1JAYR0G.png" alt="1JAYR0G.png"></p>
<p> </p>
<p><em>However</em>, I want to continue pixeling-over and refining my Ironman. I feel like he needs some more solid blocks of color that I can add my own shading and highlighting to.</p>
<p> </p>
<p><strong>Blocking in Color</strong></p>
<p> </p>
<p>So what I do now is create a layer on top of this one and start filling in areas of color with the palette that I pulled to make the areas consistent. I still can use the original image that I resized as a reference for details and if I donâ€™t like how my pixel-over turns out, I can just delete the layer and still have the other Ironman from the previous step to use.</p>
<p> </p>
<p>After blocking in solid areas of color the result is a somewhat flat looking character:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/Y4HcABc.png" alt="Y4HcABc.png"></p>
<p style="text-align:center;"> </p>
<p>At 100%:</p>
<p style="text-align:center;"><img src="http://i.imgur.com/5TLY2yv.png" alt="5TLY2yv.png"></p>
<p> </p>
<p><strong>Applying Shadows and Highlights</strong></p>
<p> </p>
<p>The last step is adding in shadows and highlights to my sprite where I think they should go.</p>
<p>After refining Ironman this is the result:</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/VIJDPIX.png" alt="VIJDPIX.png"></p>
<p style="text-align:center;"> </p>
<p>At 100%:</p>
<p style="text-align:center;"><img src="http://i.imgur.com/MiMIGX7.png" alt="MiMIGX7.png"></p>
<p> </p>
<p>As you can see by adding in the shadows and highlights were I wanted them creates a sprite that is more robust.</p>
<p> </p>
<p><strong>Conclusion</strong></p>
<p> </p>
<p>You can use the pixel-over technique for just about anything, but to truly get better at spriting you will need to carefully observe objects and understand their shapes and lines. While the pixel-over technique may come in handy from time to time, it is no substitute for skill  earned through practice and persistence.</p>
<p> </p>
<p><strong>Bonus</strong></p>
<p>Using the same Ironman image as a reference, here is a 32 x 32 (RTP-sized) Ironman sprite I made from scratch:</p>
<p> </p>
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<p> </p>
<p><img src="http://i.imgur.com/OWl8msz.png" alt="OWl8msz.png"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>That's all for now. Until next time, happy spriting!</p>
<p> </p>
<p>-OCS <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/smile@2x.png 2x" width="20" height="20"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:#008000;"><u>Tutorial 12: Texture Series Part 1: Metal</u></span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
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<p> </p>
<p> </p>
<p><strong>Introduction:</strong></p>
<p> </p>
<p>Welcome to the first part of my texture series. Initially I was going to make one long tutorial incorporating all the textures but I decided that shorter, focused tutorials dedicated to each texture would be better.</p>
<p> </p>
<p>These tutorials take a long time to produce and it probably wouldâ€™ve taken a lot longer to create a tutorial with all the textural elements I want to cover.</p>
<p> </p>
<p>With that said, the ability to create texture is an important part of any pixel artistâ€™s repertoire. Textures help convey the material we are trying to depict. Textures are used in both sprites and tiles.</p>
<p> </p>
<p>When creating texture, we are trying to show our viewers what the image would â€œfeelâ€ like if they were to touch it. Replicating this sensation given only two dimensions and a very small image size can be tricky.</p>
<p> </p>
<p>It comes down to the smart use of color and pattern.</p>
<p>This tutorial will explore how to render a metallic texture. Metal is an important texture in the RPG world as many game elements contain metal  ranging from tools, armor, weapons, buildings,  and etc.</p>
<p> </p>
<p><strong>The Metal Basics</strong></p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> = "Headbanging?"</p>
<p> </p>
<p>No, Dojo Ninja. You are thinking of a different type of metal altogether.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> = "Oh. I must meditate on this."</p>
<p> </p>
<p>There are so many types of metals, alloys, and metal finishes that we would be hard pressed to make a texture for each one of them. Some common metals found in RPGs might be aluminum, steel, copper, iron, brass, silver, gold etc.</p>
<p> </p>
<p>Know that every metal has different characteristics which affect their overall appearances. The best suggestion I have is to study samples of these textures. Perform an image search and find a sample of the metal you are looking to replicate.</p>
<p> </p>
<p>But here are some general guidelines:</p>
<ul><li>Metal is often highly reflective, which means that the highlights will be bright.</li>
<li>The shadows and highlights follow the underlying form to indicate the shape underneath.</li>
<li>The key to representing most metallic finishes is creating high contrast between tones. This is why smart color choices are so important.</li>
<li> To suggest a sharp bend in the metal add a faster transition between the light and dark tones.</li>
<li> Most pixel artists will say to avoid using black and white but it is okay to break the rules sometimes. Experiment to get the look you want.</li>
<li>Again most pixel artists will tell you to avoid using gray to make metal. Metals are colored and reflect the light of their surroundings, but this doesnâ€™t mean you canâ€™t start off working with a grayscale palette to get your contrast right and then apply a hue to add the color in.</li>
</ul><p>This is example is a sprite of a train engine I made:</p>
<p> </p>
<div><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_01_2014/post-33980-0-01970200-1390096467.png" data-fileid="7647" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_01_2014/post-33980-0-01970200-1390096467_thumb.png" data-fileid="7647" class="ipsImage ipsImage_thumbnailed" alt="post-33980-0-01970200-1390096467_thumb.png"></a></div>
<p> </p>
<p>Two metal textures should stand out: painted steel and brass. In both cases the colors change rapidly from their darkest tones to lightest tones. The shading and highlighting also follow the form of the underlying shapes.</p>
<p> </p>
<p><strong>Letâ€™s Try Making a Texture</strong></p>
<p> </p>
<p>It would be better to bring you through the process so I am going to show you how to make a metallic copper orb.</p>
<p> </p>
<p>First I create a basic outline of my orb and using an image search pull up a sample copper texture. I pick one that has the colors of the finished product I want. I often pull colors from pictures of items rather than stock photo textures but in this case I used a stock photo.</p>
<p> </p>
<p>Next we bring the sample image into our editing program and pull a palette for the orb.</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> = "Pulling palettes? Oh that's right...you talked about this in previous tutorials. I will check those out if this gets too confusing."</p>
<p> </p>
</div>
</div>
<p> </p>
<p>I will be picking five colors. I usually choose the midtone first and then two levels higher and two levels lower than the midtone. If I want my metal to appear shinier, the â€œjumpsâ€ in the color ramp can be more drastic (by â€œjumpsâ€ I mean the difference in contrast between tones).</p>
<p> </p>
<p><img src="http://i.imgur.com/WgnKC67.png" alt="WgnKC67.png"></p>
<p> </p>
<p>Just to clarify I will be showing a progression of the shading here but you would be doing this over the same orb. The steps are pretty simple:</p>
<ul><li>First fill the basic outline in with the midtone.</li>
<li>Next pick the direction of your light source. I am partial to the light coming from the upper left (the orbâ€™s upper right sideâ€¦my upper left as I am facing the screen).</li>
<li>Following a curve to indicate the spherical nature of the orb, draw in the darkest color farthest from the light source. The transition from dark to light can happen quite quickly.</li>
<li>Following the same curve of the previous color, now we draw in the second darkest tone.</li>
<li>Add the second brightest highlight which rounds out into a small oval shape.</li>
<li>Add the brightest highlight.</li>
<li>Lastly we color the leftover black outside edge with the color that is one step darker than the color it is sitting next to.</li>
</ul><p><img src="http://i.imgur.com/FS2w8bn.png" alt="FS2w8bn.png"></p>
<p style="margin-left:.25in;"> </p>
<p>Our orb looks pretty decent and it looks like copper. We can leave it at that butâ€¦</p>
<p> </p>
<p><em>But what about dithering?</em></p>
<p>(Read in your most annoying I-know-you-are-but-what-am-I? voice)</p>
<p> </p>
<p>Ha, you got me! Well, <strong>dithering</strong> is a technique used to blend tones together tricking the viewerâ€™s eye into thinking that a midtone exists between the two tones being meshed together. A 50 percent dither uses each color in the midtone equally.</p>
<p> </p>
<p>This is a 50 percent dither of our color palette:</p>
<p> </p>
<p><img src="http://i.imgur.com/W3GVBuK.png" alt="W3GVBuK.png"></p>
<p> </p>
<p>Same palette but at normal size:</p>
<p> </p>
<p><img src="http://i.imgur.com/5Yl4shM.png" alt="5Yl4shM.png"></p>
<p> </p>
<p>And here is my dithered orb:</p>
<p> </p>
<p><img src="http://i.imgur.com/YjAXboE.png" alt="YjAXboE.png"></p>
<p> </p>
<p>Hereâ€™s the thing though: dithering the orb doesnâ€™t create the sharp jumps in contrast that is characteristic of the metal we want. Dithering does come in hand and is very useful tool in any pixel-artists toolbox but for my purpose with this orb; I am leaving it out.</p>
<p> </p>
<p><em>But what about Anti-aliasing?</em></p>
<p> </p>
<p>Okay, okay, you got me again. <strong>Anti-aliasing</strong>, also known as â€œAA,â€ is a technique used to soften hard edges and make lines look crisper. AA is great for pixel art, but is it right for RPGMaker?</p>
<p> </p>
<p>Remember that background elements need to blend in so characters can stand out. Characters, drawn as sprites are created with solid lines to help separate the sprite from the background.</p>
<p> </p>
<p><em>Isnâ€™t AA supposed to do that?</em></p>
<p> </p>
<p>Yes and no. Yes AA does smooth images out and helps them blend better, but only if you are working on a piece of pixel art and the object you design is AAâ€™d to that specific background. In RPGMaker, we use graphics for everything and objects can be put in front of any number of backgrounds.</p>
<p> </p>
<p>Take a look. On the right is my AA'd orb and on the left is something I did to the orb that I will reveal to you shortly:</p>
<p> </p>
<p><img src="http://i.imgur.com/n9TaP4B.png" alt="n9TaP4B.png"></p>
<p> </p>
<p>The AA'd orb doesn't look half-bad against a white background. But what if the background changes? Let's say...pink:</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><img src="http://i.imgur.com/mRqHBO7.png" alt="mRqHBO7.png"></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>Yuck! My AA is no good against a background. Now I know why the RTP objects are all fuzzy.</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> = "Fuzzy? Like the fuzzy orb on the right side of your image? What black magic is this?"</p>
<p> </p>
<p>Not black magic...image editing. Hardcore pixel-artists will tell you that this is where the pixel-art stops. If it isn't drawn by hand pixel by pixel then it isn't pixel art. Who cares? I'm looking for results. If you zoom in very closely to the RTPâ€™s tilesets of objects you will see that the pixels around the edges are fuzzy. And by fuzzy I mean that the opacity changes.</p>
<p>Donâ€™t believe me? Check out the pot from the RTP set:</p>
<p> </p>
<p><img src="http://i.imgur.com/8UHULrt.png" alt="8UHULrt.png"></p>
<p> </p>
<p>It took me forever to try and figure out how they did that? Did they draw these items at larger resolutions and then scale them down? Thatâ€™s a possibility. Blur tool? Another possibility. Then one day I had an epiphany.</p>
<p> </p>
<p>The Secret Black Magic...err...Image Editing Technique to replicate the RTP:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p>Apply a gaussian blur with a radius of either 0.2 or 0.3 pixels. That's all there is too it! The sphere to the right of the AA'd one in the above example was edited with this technique.</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20">  = "Scandalous!"</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>But blurring does come with its own problems. Remember that I want a shiny, metallic look for my orb; not a dirty mud ball. Luckily you can experiment with different filters and effects to achieve the result you are looking for. The final image below illustrates some of those different techniques and adjustments:</p>
<p> </p>
<p><img src="http://i.imgur.com/7bwvEdy.png" alt="7bwvEdy.png"></p>
<p> </p>
<p>Altogether, here are the final renderings:</p>
<p> </p>
<p>Top row, left to right:</p>
<ul><li>This is the basic colored orb we created with no AA</li>
<li>This is the basic colored orb with AA</li>
<li>The dithered orb  with no AA</li>
<li>The dithered orb with the Gaussian blur applied</li>
</ul><p>Bottom row, left to right:</p>
<ul><li>Basic colored orb + Gaussian Blur</li>
<li>Basic colored orb + Gaussian Blur + Exposure Adjustment</li>
<li>Basic colored orb + Gaussian Blur + Brightness/Contrast Adjustment</li>
<li>Basic colored orb + Gaussian Blur + Levels Adjustment</li>
</ul><p style="margin-left:.25in;"> </p>
<p> </p>
<p><strong>Conclusion</strong></p>
<p> </p>
<p>Which one outcome would you choose for your copper orb? I think that the last three on the bottom row are my favorites. Out of all of them I would probably pick the orb that has the Gaussian blur applied and the brightness/contrast adjustment. That is the one which seems most "copper-like" to me. Remember to experiment and try new things.</p>
<p> </p>
<p>Thanks for stopping by the dojo today and hopefully more tutorials will be on the way.</p>
<p> </p>
<p>-One Cut Studio</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-size:24px;"><span style="color:#008000;"><u>Tutorial 13: Texture Series Part 2: Fur</u></span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p><strong>Introduction</strong></p>
<p> </p>
<p>This tutorial aims to explain how to render fur textures through pixel art. To accomplish this, we will be using a technique called â€œ<strong>selective outlining</strong>â€ also known as â€œ<strong>sel-out</strong>.â€</p>
<p> </p>
<p>But first, think about this question:</p>
<p>What is the difference between fur and hair?</p>
<p>(Click the spoiler when you think you know.)</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>There is <em>no</em> chemical difference between what comprises hair and what comprises fur. Both are made up of amino acids, mainly keratin, and grow outward from underneath the dermis. The only difference is how fur and hair are used as terms. Typically we call what humans have growing out of their follicles â€œhair,â€ and for other non-human mammals: â€œfur.â€</p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> ---"The more you know..."</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>How does this help me when creating pixel art?</p>
<p> </p>
<p>We can apply this knowledge to our character designs.</p>
<p> </p>
<p><strong>The BFG</strong></p>
<p> </p>
<p>We need to be aware of something that Iâ€™ve termed the â€œBasic Fur Gradientâ€, or â€œBFGâ€. Defining the fur we want to create on the BFG will help us decide how to plan our pixel art.</p>
<p> </p>
<p style="text-align:center;">Basic Fur Gradient</p>
<p>Strand Thickness:</p>
<p style="text-align:center;">coarse<span style="font-family:wingdings;">ÃŸ</span>---------------<span style="font-family:wingdings;">Ã </span>fine</p>
<p>Strand Length:</p>
<p style="text-align:center;">short<span style="font-family:wingdings;">ÃŸ</span>---------------<span style="font-family:wingdings;">Ã </span>long</p>
<p>Coat Finish:</p>
<p style="text-align:center;">matte<span style="font-family:wingdings;">ÃŸ</span>---------------<span style="font-family:wingdings;">Ã </span>glossy</p>
<p> </p>
<p>The texture we want to render will fall somewhere along a gradient for each of those attributes. The attribute choices we make will affect what we do to achieve that look. For example, a coarser fur texture will feature thicker clumps of fur than a fine fur texture.</p>
<p>We can indicate the length of the strands by drawing a few strands over our main clumps. The length of those individually drawn strands will show if the fur is short or long.</p>
<p>The coat finish is tied to the color choices made when selecting colors for the fur. Glossy fur will have a color ramp with more contrast between the darkest and lightest values. This is very similar to the color jumps I talked about in the metal texture tutorial. Fur with a matte finish will have less contrast between the darkest and lightest values, and neighboring values.</p>
<p> </p>
<p>Those three attributes are the foundation for the BFG. Other attributes are the furâ€™s color, direction, length variation, and volume (think how â€œpoofyâ€™ or â€œflatâ€ it feels).</p>
<p> </p>
<p><strong>A quick word on color:</strong></p>
<p> </p>
<p>Choose colors that make sense for the animalâ€™s environment. Fur is a survival adaptation. A lot of animalsâ€™ fur functions as camouflage with their surroundings. I am not saying an alien planet would not have an animal with bright green/pink fur, but if the planet doesnâ€™t readily contain those same greens/pinks in the surroundings, the design starts losing credibility. I like to stick to earth-tone colors: whites, blacks, grays, tans, beiges, and browns.</p>
<p> </p>
<p><strong>The Technique: Selective Outlining (Sel-out)</strong></p>
<p> </p>
<p>The technique is basically how it sounds. We are selecting values from our palette and breaking up a solid-looking, single-value outline. The variations in the outline mimic the haphazardness of fur and how it reflects light. Even when fur is clumped together, individual strands making each clump can be skewed in different directions.</p>
<p> </p>
<p><strong>Drawing the Fur</strong></p>
<p> </p>
<p>Instead of a long-winded tutorial, hopefully it will be easier to show you and provide a commentary for each step. This tutorial will probably be easier to understand if youâ€™ve read my previous tutorials. I am going to start off with a round shape and turn it into a furry creature. A hairy, err, furry-eyeball?</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/AHrZV2r.png" alt="AHrZV2r.png"></p>
<p> </p>
<p>The steps:</p>
<ol><li>Here I have a circle with a black outline and filled with the base color.</li>	<li>Using the darkest color, two values darker than the base color; I roughly draw in the clumps of fur. They are originating from the center of the circle.</li>	<li>Add in the first highlight one value above the base color. Indicate the direction of the fur by drawing strands that follow the clumps. At this point I also refined the outline for the clumps of fur.</li>	<li>Next we draw strands with the value one below the base. This is the first shadow color. Follow the direction of the fur, just like with the highlight.</li>	<li>The brightest highlight value is added to where the fur â€œpeaksâ€ or catches the light. I start doing some <strong>selective outlining </strong>here. In picture 4, you can see that the figure is outlined with the darkest color. In picture 5, our brightest value starts breaking up that outline.</li>	<li>In this step, the values one darker, and one lighter than the base are added to the outline.</li>	<li>Now I bring the darkest value back into the clumps of fur to better define their masses. Areas where the darkest value â€œpoolsâ€ together is where the fur has become pushed down under other fur.</li>	<li>I could have left my texture at step 7, but I was inspired to make this mass of fuzz into a creature so I drew in an eye.</li>	<li>Lastly, I give my furry sprite a little more dimension by using the dodge and burn tools to create some cheap, quick shading and lighting effects.</li>
</ol><p>Voila!</p>
<p> </p>
<p style="text-align:center;"><img src="http://i.imgur.com/lHgWXB5.png" alt="lHgWXB5.png"></p>
<p> </p>
<p>Okay, so remember the BFG? Where do <em>you</em> think the fur rendered in the above example falls on the gradient?</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<ul><li>Iâ€™d say that the strand thickness is mid-way between coarse and fine.</li>
<li>The strand length is mid-way between short and long.</li>
<li>And the coat has a semi-gloss finish.</li>
</ul><p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><b>Conclusion</b></p>
<p> </p>
<p>Try creating different types of fur along the BFG. Experiment until you can make glossy, short, and fine fur...or coarse, matte, long fur...or semi-gloss, variable-length, semi-fine hair...etc. You get the idea. Thanks for stopping by the Pixel Dojo!</p>
<p> </p>
<p> <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_ph34r.png" alt=":ph34r:" srcset="&lt;fileStore.core_Emoticons&gt;/emoticons/ph34r@2x.png 2x" width="20" height="20"> ---"<em>FUR </em>REAL!"</p>
<p> </p>
<p> </p>
</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">20383</guid><pubDate>Wed, 11 Dec 2013 05:55:14 +0000</pubDate></item><item><title>RPG Maker MV Quest Editor</title><link>https://www.rpgmakercentral.com/topic/40977-rpg-maker-mv-quest-editor/</link><description><![CDATA[
<p>
	Hi there!
</p>

<p>
	For some time, I've been developing set of tools for <strong>RPG Maker MV, </strong>essentially the Quest Editor (not a wonder, cause title says the same). When I played with RPG Maker Engine for the first time, I've been surprised that such tool wasn't here yet, and decided it will be interesting try to create something like that and see if it will work out or not. So here it is. 
</p>

<p>
	 
</p>

<p>
	<img src="http://i.imgur.com/8rbakTi.png" alt="8rbakTi.png" /></p>

<p>
	<em>Flyfox.Quests &amp; Quest Editor.</em>
</p>

<div style="color:#000000;">
	<p>
		<span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.Quests</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>is a set of tools for RPG Maker MV.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>It</span></span><span lang="en-us" xml:lang="en-us"><span>s</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>purpose is</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>to help easily create complex quests and dialogues for you</span></span><span lang="en-us" xml:lang="en-us"><span>r</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>game. It includes plugin what you'll need to add to you game project and quest editor for creating your epic story with different choices and</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>conditions. You'll need to follow 5 simple steps to get up and running:</span></span><span> </span>
	</p>
</div>

<ol start="1" style="color:#000000;"><li>
		<p>
			<span lang="en-us" xml:lang="en-us"><span>In you RPG Maker MV Project, mark events which will be participating in quests (this will<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>require</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>adding comment line). Those events will be your NPC's.</span></span><span> </span>
		</p>
	</li>
</ol><ol start="2" style="color:#000000;"><li>
		<p>
			<span lang="en-us" xml:lang="en-us"><span>Register<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.js plugin with you game project and run game for the first time: this will generate all<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>required</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>metadata for<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.Editor</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
		</p>
	</li>
</ol><ol start="3" style="color:#000000;"><li>
		<p>
			<span lang="en-us" xml:lang="en-us"><span>Create new project in Editor and write you quest</span></span><span lang="en-us" xml:lang="en-us"><span>/quests. All NPC's marked in step (1) can participate.</span></span><span> </span>
		</p>
	</li>
</ol><ol start="4" style="color:#000000;"><li>
		<p>
			<span lang="en-us" xml:lang="en-us"><span>Export output file from<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span lang="en-us" xml:lang="en-us"><span>Editor</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>and place it in directory with your game.</span></span><span> </span>
		</p>
	</li>
</ol><ol start="5" style="color:#000000;"><li>
		<p>
			<span lang="en-us" xml:lang="en-us"><span>And... Done!<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>plugin will take care of<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>everything</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>else:</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>tracking quests, saving game progress, displaying texts,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>choices,</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>etc. You do not need to fill event pages or do some other work in RPG Maker MV Editor</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
		</p>
	</li>
</ol><div style="color:#000000;">
	<p>
		<span> </span>
	</p>
</div>

<div style="color:#000000;">
	<p>
		<span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.Editor</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>gives you easy to u</span></span><span lang="en-us" xml:lang="en-us"><span>nderstand visual<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>representation of your quest. It shows you "quest flow graph</span></span><span lang="en-us" xml:lang="en-us"><span>"<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>(see screenshots)</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>which<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>is easy to edit and fill with data. Arrows points where player will go after making one or another choice. You can add new texts, choices, add different translations or variations based on choices players makes. And all of it – in one place.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Also e</span></span><span lang="en-us" xml:lang="en-us"><span>ditor will show you unfilled fields or any logical errors. </span></span><span> </span>
	</p>

	<p>
		<img src="http://i.imgur.com/xasb2Cn.png" alt="xasb2Cn.png" /></p>

	<p>
		 
	</p>

	<p>
		<span>So here is some features:</span>
	</p>

	<p>
		 
	</p>

	<ul style="color:#000000;"><li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Simple and<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>understandable<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>quest graph</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span lang="en-us" xml:lang="en-us"><span> </span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Ability to work with quests in one place. Your team's quest writer can now work as he/she wants using only<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.Editor</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>and nothing more</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Great ability to<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>customize</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>you quest. Add any number of translations with couple mouse clicks, switch to any translation at any time. </span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Change game flow based on player<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>decision</span></span><span lang="en-us" xml:lang="en-us"><span>s</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>with ease! Add parameters to your project and see how simple it is to write and manage different text variations.</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Comfortable UI interface to work with.</span></span>
			</p>
		</li>
	</ul><p>
		 
	</p>

	<p>
		Current version is 1.0b, which means many useful things are missing. Here is list of things I'd like to add:
	</p>

	<ul style="color:#000000;"><li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Customization of text/choice window via<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" xml:lang="en-us"><span>.Editor</span></span><span lang="en-us" xml:lang="en-us"><span>. Automatic word wrap (Right now you can use external plugin for it or just<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>break long lines into smaller ones</span></span><span lang="en-us" xml:lang="en-us"><span>).</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Variables and conditions. You will be able create</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>global variables (for all NPC's to see) or local variables each quest or NPC. With this you can predefine some ranges and write text for<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>echo</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>one of them. Or add</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>default 'fallback</span></span><span lang="en-us" xml:lang="en-us"><span>'</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>text. For example, you can add global parameter '</span></span><span lang="en-us" xml:lang="en-us"><span>hero anger</span></span><span lang="en-us" xml:lang="en-us"><span>' and set available choices or texts based on that. Or you can manage friendship between hero and different NPC's. There are unlimited possibilities.</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>UI improvements. This includes not only updating visual design but also things that will<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>improve</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>usability. For example, hotkeys for working with lines and blocks (see tutorial about that</span></span><span lang="en-us" xml:lang="en-us"><span>), sorting lines with drag-and-drop, metrics and errors windows, additional navigation and more.</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Additional quest actions. We want to have ability do all sorts of things from our quests: give player reward,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>move,</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>invoke custom script, set RPG Maker variable or trigger,</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>invoke event pages</span></span><span lang="en-us" xml:lang="en-us"><span>,</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>etc. For more information about<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>available</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>actions ("lines") see tutorial.</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Different ways to start quest. Right now you can start quest using default RPG Maker event action button ("Enter"). It will be good to have ways<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>st</span></span><span lang="en-us" xml:lang="en-us"><span>art</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>quest</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>while walking over quest NPC event, or when moving to<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>certain</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>distance from NPC or... You name it!</span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>"</span></span><span lang="en-us" xml:lang="en-us"><span>Multi</span></span><span lang="en-us" xml:lang="en-us"><span>-stages</span></span><span lang="en-us" xml:lang="en-us"><span>" (to learn more about stages, see tutorial</span></span><span lang="en-us" xml:lang="en-us"><span>). Thing is, right now to add<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>NPC dialogue (interactio</span></span><span lang="en-us" xml:lang="en-us"><span>n</span></span><span lang="en-us" xml:lang="en-us"><span>), you should add it to some quest stage. But what if you want to have same dialogue available for several stages, or even whole quest? </span></span><span> </span>
			</p>
		</li>
		<li>
			<p>
				<span lang="en-us" xml:lang="en-us"><span>Custom in-game quest progress window.</span></span><span> </span>
			</p>
		</li>
	</ul><p>
		 
	</p>

	<p>
		<em>Thing is, I would like to hear your opinion about it, like would such tool be useful in real-world projects, and if I should continue my work. I'm aware that you can't create complex cutscenes this way, though I've got some ideas about it (for example, defining cutscene in separate event, and then calling it from Flyfox. This way we'll be able separate quests &amp; texts from events). The idea is to create tool that will be fun and easy to use, and also allowing rich capabilities. So I hope I'll get some nice feedback here <img alt=";)" data-emoticon="" height="20" src="https://www.rpgmakercentral.com/uploads/emoticons/default_wink.png" srcset="https://www.rpgmakercentral.com/uploads/emoticons/wink@2x.png 2x" title=";)" width="20" /> </em>
	</p>

	<p>
		 
	</p>

	<p>
		<em>AI Plugin</em>
	</p>

	<p>
		There is another plugin I've been working on, but it's not quite finished. It's called <span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>Fl</span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>yfox</span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>.AI and it's purpose is create enhanced AI. It will help you create immersive towns and<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>villages</span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span><span> </span>living on their<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>own: citizens walking and chatting and sleeping, traders selling their stuff and working in shop, waitresses serving customers, bandits robbing at night... This plugin was inspired by Skyrim AI system. Though it has many flaws, it still provides good immersion into game world. Most RPG Maker games don't have any of that. It's frustrating for me<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>launch</span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span><span> </span>a game and see lifeless NPC,<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>stuck<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>forever<span> </span></span></span><span lang="en-us" style="color:#000000;" xml:lang="en-us"><span>in one place. </span></span><span style="color:#000000;"> </span>
	</p>

	<p>
		<span style="color:#000000;">Thing is, I've decided that i'll rather finish my work with Quest Editor before continuing work on AI plugin, but I also decided not remove any AI-related code from plugin yet, so if you'll see it, don't be afraid! <img alt=";)" data-emoticon="" height="20" src="https://www.rpgmakercentral.com/uploads/emoticons/default_wink.png" srcset="https://www.rpgmakercentral.com/uploads/emoticons/wink@2x.png 2x" title=";)" width="20" />  (That code isn't so bad though)</span>
	</p>

	<p>
		 
	</p>

	<p>
		<em>Downloads &amp; Demos</em>
	</p>

	<p>
		Here you can download Editor app (requires .Net Framework 4.5) and flyfox.js plugin.
	</p>

	<p>
		<a href="http://jmp.sh/7KUpMS3" rel="external nofollow">Flyfox.Editor 1.0b</a>
	</p>

	<p>
		<a href="http://jmp.sh/qOqXFsq" rel="external nofollow">Flyfox JS plugin</a>
	</p>

	<p>
		<br />
		And here is "Getting started" tutorial
	</p>

	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			<span>Spoiler</span>
		</div>

		<div class="ipsSpoiler_contents">
			<p>
				<strong>Tutorial 1.</strong>
			</p>

			<p>
				<a href="http://jmp.sh/DuNURwX" rel="external nofollow">Demo Project</a> 
			</p>

			<p>
				<a href="http://jmp.sh/QOEW3xz" rel="external nofollow">Flyfox Project file for Demo project above</a>
			</p>

			<p>
				 
			</p>

			<p>
				<span lang="en-us" xml:lang="en-us"><span>1. </span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>Create new RPG Maker MV project or open an existing one. Add to plugins list<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>"</span></span><span lang="en-us" xml:lang="en-us"><span>fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox.js</span></span><span lang="en-us" xml:lang="en-us"><span>"</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
			</p>

			<div style="color:#000000;">
				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>2. Find events, which will participate in our<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>quest. These events shouldn't have any filled event pages. This is limitation of current version of<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox</span></span><span lang="en-us" xml:lang="en-us"><span>, in future there will be ability to use event pages for some additional functionality (like cutscenes)</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>3. Add line to event note "</span></span><span lang="en-us" xml:lang="en-us"><span>fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox;</span></span><span lang="en-us" xml:lang="en-us"><span>b</span></span><span lang="en-us" xml:lang="en-us"><span>ot;name</span></span><span lang="en-us" xml:lang="en-us"><span>=&lt;NPC's name&gt;</span></span><span lang="en-us" xml:lang="en-us"><span>"</span></span><span> </span>
					</p>

					<p>
						<img src="http://i.imgur.com/smn4umf.png" alt="smn4umf.png" /></p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>This line will sets the NPC unique identifier (name). Remember, this id must be unique for all your NPCs, and it is not<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>necessary</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>NPC's displayed name. Once you start working with Quest Editor, you must not change this id!</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>If you'll want to change<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>NPC's displayed name</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>in future, you should<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>do it from<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Flyfox.Editor</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>settings page.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>4. Run your game. This will create directory '</span></span><span lang="en-us" xml:lang="en-us"><span>fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox</span></span><span lang="en-us" xml:lang="en-us"><span>' in project folder, with file '</span></span><span lang="en-us" xml:lang="en-us"><span>fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox_map_cache</span></span><span lang="en-us" xml:lang="en-us"><span>.ai'</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>in it</span></span><span lang="en-us" xml:lang="en-us"><span>. If something went wrong and this file is missing, you can see logs in<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>the</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>file '</span></span><span lang="en-us" xml:lang="en-us"><span>flyfoxLog</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span lang="en-us" xml:lang="en-us"><span>txt</span></span><span lang="en-us" xml:lang="en-us"><span>'</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>5. Run<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox.Editor</span></span><span lang="en-us" xml:lang="en-us"><span>.exe</span></span><span lang="en-us" xml:lang="en-us"><span>. Click "Create new Project" button. Here you should enter project name, select where to save project file and output file, and also point to loc</span></span><span lang="en-us" xml:lang="en-us"><span>ation of<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>'</span></span><span lang="en-us" xml:lang="en-us"><span>fl</span></span><span lang="en-us" xml:lang="en-us"><span>yfox_map_cache</span></span><span lang="en-us" xml:lang="en-us"><span>.ai'</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>file, created in previous step.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Note that the name for output file cannot be changed manually and it is always "</span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>foxDialogues.json</span></span><span lang="en-us" xml:lang="en-us"><span>".</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>6. Click "OK". Right<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>no</span></span><span lang="en-us" xml:lang="en-us"><span>w</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>you see a working area. There are three big buttons on top, which responsible for navigation between your quests.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span> </span>
					</p>
				</div>

				<div>
					<p>
						<strong><span lang="en-us" xml:lang="en-us"><span>Some theory. Maybe<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>it's</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>not most<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>exciting part of this<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>tutorial</span></span><span lang="en-us" xml:lang="en-us"><span>, but<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>certainly</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>important one</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span></strong>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>There are some terms I would like to tell about now. In<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox.Editor</span></span><span lang="en-us" xml:lang="en-us"><span>,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>quest<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>is</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>top-level object representing, well... game quest. Many NPC's can participate in one quest. For example, in demo project which you can download from this page, there is only one quest<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>called "Searching for lost cat". Old women lost her pet and you should help her. There are town guards who would be happy to help you with this mission. When cat is found, quest is completed. </span></span><span lang="en-us" xml:lang="en-us"><span> </span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Stage<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>is another important object. Quest consists of several stages. Player goes through stages, from first to last. Stages provide</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>you means of<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>organizing</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>quest in several self-</span></span><span lang="en-us" xml:lang="en-us"><span>explanat</span></span><span lang="en-us" xml:lang="en-us"><span>ory and separated</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>steps. Of course, how to split quest to stages is entirely up to you, and you can even have only one big "god" stage which includes all quest</span></span><span lang="en-us" xml:lang="en-us"><span>. For example, in demo project there is 3 stages: "Getting quest" (in this stage player will talk with woman for first time and will get to know about her lost cat. Then player can accept her request (and move to stage 2</span></span><span lang="en-us" xml:lang="en-us"><span>) or decline quest whatsoever</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>"Searching for cat"</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>is second stage in which player will be searching for cat, moving around, maybe talking to some witnesses, etc. In course of last stage,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>"Getting reward"</span></span><span lang="en-us" xml:lang="en-us"><span>, player will report to woman that cat has been found and that she should reward player in some way.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Stages in turn contains<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>dialogues</span></span><span lang="en-us" xml:lang="en-us"><span>. Dialogue is associated with one<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>(and only one</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>NPC and represents some dialogue between player and<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>that<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>NPC.</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>In demo project,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>for example, second stage of our quest ("Searching for cat" stage) contains dialogues with cat owner (o</span></span><span lang="en-us" xml:lang="en-us"><span>ld hag is angry that you can't find her cat and encourages you to continue searching</span></span><span lang="en-us" xml:lang="en-us"><span>), with guards (t</span></span><span lang="en-us" xml:lang="en-us"><span>hey can give you some advice, but it's not that helpful</span></span><span lang="en-us" xml:lang="en-us"><span>) and with cat itself (well, cat can't say very much except "Purr", but interacting with cat moves quest forward to next stage, because cat was finally found</span></span><span lang="en-us" xml:lang="en-us"><span>!</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Some facts about st</span></span><span lang="en-us" xml:lang="en-us"><span>ages.</span></span><span> </span>
					</p>
				</div>

				<ul><li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>You can move to any another stage from any point. Once you</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>moved to stage, all NPC's will move to this stage at once.</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Stages can be useful tool for managing quest progress. Current stage number is saved and will not change by itself. To change stage, you should<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>insert</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>special line-command (we'll talk about it very soon</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Stage can contain one dialogue for every NPC in you game. If some NPC doesn’t have dialogue for<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>certain</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>stage, player cannot interact("talk</span></span><span lang="en-us" xml:lang="en-us"><span>"</span></span><span lang="en-us" xml:lang="en-us"><span>) with this NPC during this stage.</span></span><span lang="en-us" xml:lang="en-us"><span> </span></span><span> </span>
						</p>
					</li>
				</ul><div>
					<p>
						<span> </span>
					</p>
				</div>
			</div>

			<div style="color:#000000;">
				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Dialogues are composed from<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>lines</span></span><span lang="en-us" xml:lang="en-us"><span>, lines are grouped into<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>blocks</span></span><span lang="en-us" xml:lang="en-us"><span>. L</span></span><span lang="en-us" xml:lang="en-us"><span>ine is minimal building block in<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox.Editor</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>and represents some action or command to be executed. In current version (1.0b) there are next types of lines available:</span></span><span> </span>
					</p>
				</div>

				<ul><li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Text Line. Basic building material for you quest. When this line executes, game will display standard window with text.</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Choice Line.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Display</span></span><span lang="en-us" xml:lang="en-us"><span>s</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>some text and choice window. </span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Goto</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>Line. Moves to another line in this dialogue, can have one or more pre-conditions. This line do not have any "</span></span><span lang="en-us" xml:lang="en-us"><span>visual effect", it doesn’t display text or something. But it is very important command,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>nevertheless</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Close message Line. Closes message window. This line should be placed at the end of dialogue, so message window will be closed and player can go on.</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Go to Stage Line. This line closes message window and moves quest progress to another stage.</span></span><span> </span>
						</p>
					</li>
					<li>
						<p>
							<span lang="en-us" xml:lang="en-us"><span>Finish Quest Line. This line closes message window and finishes<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>the</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>current quest. It means quest will be marked as completed and its progress cleared.</span></span><span> </span>
						</p>
					</li>
				</ul><div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>In future there will be many more line types.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Essentially</span></span><span lang="en-us" xml:lang="en-us"><span>, line is<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>similar</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>to Page Action in RPG Maker Editor, so all<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>this actions</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>will be available through<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox.Editior</span></span><span lang="en-us" xml:lang="en-us"><span>.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Blocks<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>help group<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>sequential</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>lines together, and show you how player will go<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>through</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>quest, moving from one line to another. For example, when you a</span></span><span lang="en-us" xml:lang="en-us"><span>d</span></span><span lang="en-us" xml:lang="en-us"><span>d<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Goto</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>Line to dialogue, you should specify to which block you'll go. After that, you'll be able to see small arrow, starting from<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>the<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>line and</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>pointing to that "target block</span></span><span lang="en-us" xml:lang="en-us"><span>". After that, you can click on block header and hold left mouse button, which will give<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>you</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>ability to drag and drop selected block to place you think most appropriate. This way you can<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>organize</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>your "working table" how you would like.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Important thing: There should be one<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>so called<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>"start block" per<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>dialogue. That's how it works: when player starts dialogue, it will start from that start block. In essence, start block is "entry point" of dialogue. That's why start block's first line must be Text Line. When there<span> </span></span><span>is</span><span><span> </span>several quests available for one NPC, player will be presented with choice, which quest to start. Standard c</span></span><span lang="en-us" xml:lang="en-us"><span>hoice<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>window will be opened, so in order to display available choices, first starting line of quest must always be a text line (</span></span><span lang="en-us" xml:lang="en-us"><span>cause</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>you<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>can</span></span><span lang="en-us" xml:lang="en-us"><span>not</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>display choice inside choice etc.</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>End of theory part.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Hurray</span></span><span lang="en-us" xml:lang="en-us"><span>!</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>6.5. Specify<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>languages for your project (</span></span><span lang="en-us" xml:lang="en-us"><span>At<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>least</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>one, but you can add new ones anytime later</span></span><span lang="en-us" xml:lang="en-us"><span>). Click "settings<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>button" (one with hammer on it) and click "Add new la</span></span><span lang="en-us" xml:lang="en-us"><span>nguage". Language, selected in drop down list, is "default language". It means this language will be used for<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>displaying</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>text previews. Also, it will be used when you'll run game. </span></span><span> </span>
					</p>

					<p>
						<img src="http://i.imgur.com/hJWTNAw.png" alt="hJWTNAw.png" /></p>
				</div>

				<div>
					<p>
						 
					</p>

					<p>
						<span lang="en-us" xml:lang="en-us"><span>7. Right now, it's time to create your<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>adventure! Add a new quest, clicking on first "pencil"<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>button. Add new quest using "+" button, fill in title (in demo project, it's called "Lost Cat") and confirm your choice. Add stages and dialogues in<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>similar</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>matter (for dialogues, you will be able select NPC which will participate in this dialogue. Available NPC's loaded from cache file, created during step 4</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
					</p>

					<p>
						<img src="http://i.imgur.com/1mTtjiF.png" alt="1mTtjiF.png" /></p>

					<p>
						 
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>8. Now it is the fun part! Click right mouse button<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>anywhere</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>on screen, and select "Add block</span></span><span lang="en-us" xml:lang="en-us"><span>" from drop down menu.  Each block has "header" with block id number and</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>remove block button. Also, header have different color for "start" block and for regular block. You can<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>reassign</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>starting block,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>clicking RMB<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>inside block<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>b</span></span><span lang="en-us" xml:lang="en-us"><span>order</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>and selecting "Set as start block". </span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>All right, time to add some lines! Click RMB<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>inside block</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>and select "add line" (or just double click inside block – easy,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>isn't</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>it?</span></span><span lang="en-us" xml:lang="en-us"><span>) Here is line creation window. Select line type from the left panel (</span></span><span lang="en-us" xml:lang="en-us"><span>let's</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>start with text line). On the right you see editor panel. Clicking on buttons with language<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>label</span></span><span lang="en-us" xml:lang="en-us"><span>s</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>on them, you can switch language. Fill in text for all languages you got. Remember: right now there is no auto word wrap for texts, so you should use external plugin for it or just put line breaks in your text (with E</span></span><span lang="en-us" xml:lang="en-us"><span>nter key</span></span><span lang="en-us" xml:lang="en-us"><span>). When you are done, click "OK" (or SHIFT + Enter will do</span></span><span lang="en-us" xml:lang="en-us"><span>).  You see, inside your newly created block line had appeared. If you<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>hover</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>mouse over it, you'll see it description. Also, if you click RMB on this line, you'll be able to edit or remove it (Also you can double click on line – this is shortcut for editing</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
					</p>

					<p>
						<img src="http://i.imgur.com/lhX4BdX.png" alt="lhX4BdX.png" /></p>

					<p>
						 
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>9. Right now, you see little red warning sign on block header. If you hover mouse over it, you'll see error description. It says that you block is incomplete: block must<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>always</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>be finished with close/</span></span><span lang="en-us" xml:lang="en-us"><span>goto</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>line.<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Let's</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>add choice<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>line after text line!</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>Choice line<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>requires</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>you to fill in main text (it will be displayed at center of message window</span></span><span lang="en-us" xml:lang="en-us"><span>) and choices. Also for each choice you<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>should</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>select next block, where player will go after selecting corresponding choice. Create couple of choices (using "+"<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>button) and add some text to them. Since we have not created next blocks yet, you can just leave it for now (we'll select them</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>when they'll be ready</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>. Click "OK" - now you see warnings telling that target block for choices is not specified. Let's do it! Create<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>couple new<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>blocks, then open choice line for editing and select them. You'll see arrow lines, connecting those blocks and choice line. Good, that's it!</span></span><span> </span>
					</p>

					<p>
						<img src="http://i.imgur.com/SAxeK8j.png" alt="SAxeK8j.png" /></p>

					<p>
						 
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>10. Well, now our first block is good, but other blocks should be finished too. Add to them<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>some</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>text (text line), and after that - "hide text line" or "finish quest line</span></span><span lang="en-us" xml:lang="en-us"><span>". Both those lines close message window, allowing player walk away.</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>Difference between them is that "Hide" line just closes text, and not marks Quest as finished. Player will be able interact with NPC and talk again... If you choose "Finish quest line", this quest will not<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>appear</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>anymore in list of available quests.</span></span><span> </span>
					</p>
				</div>

				<div>
					<p>
						<span lang="en-us" xml:lang="en-us"><span>11. Now, our simple couple-of-lines quest is done! It's time to test it. First, you should export data file from Editor. For it, press export button (one with box and arrow</span></span><span lang="en-us" xml:lang="en-us"><span>). Also for<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>convenience</span></span><span lang="en-us" xml:lang="en-us"><span>, you can enable<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>auto generation</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>of output file in settings. After that, copy output file "</span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>foxDialogues.json</span></span><span lang="en-us" xml:lang="en-us"><span>" (remember, that you had chosen its location during step 5</span></span><span lang="en-us" xml:lang="en-us"><span>) to<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>folder .</span></span><span lang="en-us" xml:lang="en-us"><span>/data under your RPG Maker<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>project directory. Well... that's it! (Pro tip: during stage 5, you can just point output file path to right place, so you wouldn’t need to move it every time</span></span><span lang="en-us" xml:lang="en-us"><span>)</span></span><span> </span>
					</p>
				</div>
			</div>

			<div style="color:#000000;">
				<p>
					<span lang="en-us" xml:lang="en-us"><span>12. Run your game!</span></span><span> </span>
				</p>
			</div>

			<div style="color:#000000;">
				<p>
					<span> </span>
				</p>
			</div>

			<div style="color:#000000;">
				<p>
					<span lang="en-us" xml:lang="en-us"><span>By default,<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>Fly</span></span><span lang="en-us" xml:lang="en-us"><span>fox</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>Editor tries to remember last opened project and will reopen it next time, when you'll launch editor. But there is button "Open" (with folder icon on it), which you can use to open<span> </span></span></span><span lang="en-us" xml:lang="en-us"><span>arbitrary</span></span><span lang="en-us" xml:lang="en-us"><span><span> </span>project. </span></span><span> </span>
				</p>
			</div>

			<p>
				 
			</p>
		</div>
	</div>
</div>
]]></description><guid isPermaLink="false">40977</guid><pubDate>Sun, 06 Aug 2017 19:39:35 +0000</pubDate></item><item><title>Skill Ideas you can do with Custom Formula</title><link>https://www.rpgmakercentral.com/topic/8986-skill-ideas-you-can-do-with-custom-formula/</link><description><![CDATA[
<p>First I suggest you check out Fomar's tutorial on getting the most out of Custom Formula. This will help you understand how these work and modify them.<br /><br /><a href="http://www.rpgmakervxace.net/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/" rel="external nofollow">http://www.rpgmakerv...ormulae-part-1/</a><br /><br />For many of the novice and intermediate game developers here, they may not know where to find the script snippets we can call to use in Custom Formula. (They're in Game_BattlerBase)<br />Even if they did know, some would not know how to interpret them and use them to their full extent.<br />Some may also not realize the use or see some uses for these snippets.<br /><br />I want to remedy that and provide a list, with the help of any contributors, of skill ideas we can do with the custom formula.<br /><br />Please contribute freely! <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_wink.png" alt=";)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/wink@2x.png 2x" width="20" height="20" /><br /><br />First, I'd like to drop off this list. This list is all the .stat values we can use in custom formula. While the tooltip shows atk and def, it does not show pharmacology and evasion. This shows you them:<br /><br /> </p>
<pre class="ipsCode prettyprint lang-auto">
def mhp;  param(0);   end			   # MHP  Maximum Hit Points
  def mmp;  param(1);   end			   # MMP  Maximum Magic Points
  def atk;  param(2);   end			   # ATK  ATtacK power
  def def;  param(3);   end			   # DEF  DEFense power
  def mat;  param(4);   end			   # MAT  Magic ATtack power
  def mdf;  param(5);   end			   # MDF  Magic DeFense power
  def agi;  param(6);   end			   # AGI  AGIlity
  def luk;  param(7);   end			   # LUK  LUcK
  def hit;  xparam(0);  end			   # HIT  HIT rate
  def eva;  xparam(1);  end			   # EVA  EVAsion rate
  def cri;  xparam(2);  end			   # CRI  CRItical rate
  def cev;  xparam(3);  end			   # CEV  Critical EVasion rate
  def mev;  xparam(4);  end			   # MEV  Magic EVasion rate
  def mrf;  xparam(5);  end			   # MRF  Magic ReFlection rate
  def cnt;  xparam(6);  end			   # CNT  CouNTer attack rate
  def hrg;  xparam(7);  end			   # HRG  Hp ReGeneration rate
  def mrg;  xparam(8);  end			   # MRG  Mp ReGeneration rate
  def trg;  xparam(9);  end			   # TRG  Tp ReGeneration rate
  def tgr;  sparam(0);  end			   # TGR  TarGet Rate
  def grd;  sparam(1);  end			   # GRD  GuaRD effect rate
  def rec;  sparam(2);  end			   # REC  RECovery effect rate
  def pha;  sparam(3);  end			   # PHA  PHArmacology
  def mcr;  sparam(4);  end			   # MCR  Mp Cost Rate
  def tcr;  sparam(5);  end			   # TCR  Tp Charge Rate
  def pdr;  sparam(6);  end			   # PDR  Physical Damage Rate
  def mdr;  sparam(7);  end			   # MDR  Magical Damage Rate
  def fdr;  sparam(8);  end			   # FDR  Floor Damage Rate
  def exr;  sparam(9);  end			   # EXR  EXperience Rate</pre>
<p><br />Now we can use a ton of stats for our formulas!<br /><br /><span style="font-size:18px;"><strong>1. How do we change the users stats when we're targeting someone else?</strong></span><br /><br />a.stat -= \ += \ %= \ *= \ /= n<br /><br />Any time we put a = after a math symbol, we're telling the game to set that number to the value we get after doing that math.<br /><br /><em>What can we do with this?</em><br /><br />So many things. You can cause backlash or reward for using skills.<br /><br />Specifically I created a skill that deals damage back to the user based on HP.<br /><br />r = a.hp*0.3;a.hp -= (a.hp*0.1).round;r - b.def/2<br /><br /><br /><span style="font-size:18px;"><strong>2. How do we check for a state on a target?</strong></span><br /><br />.state?(n)<br /><br />Where n is the number of the state we're checking for.<br /><br /><em>W</em><em>hat can we do with this?</em><br /><br />We can do a lot. Boost damage if a state is applied, do increased healing if a state is applied, the list goes on and can be coupled with anything in the list of things we can do.<br /><br />Specifically I created a backstab that deals extra damage if the enemy is Surprised.<br />b.state?(50) ? r = a.atk * 12 : r = a.atk * 4 ; r - b.def * 2<br /><br /><br /><span style="font-size:18px;"><strong>3. How do we check if we're removing a state on a target?</strong></span><br /><br />.erase_state(n)<br /><br />This saves us a little work. Basically, it both removes the state and checks if there was a state to remove.<br /><br /><em>W</em><em>hat can we do with this?</em><br /><br />We can do anything extra if the state is successfully removed. For example we can do extra healing if we remove poison, or deal extra damage if the target is stunned but remove stun.<br /><br />Specifically I made a skill that heals HP and cures poison, but takes 3 extra mana if it removes poison.<br />if b.erase_state(2) ; a.mp -= 3 ; end ; 50<br /><br /><br /><strong><span style="font-size:18px;">4. How do we use elemental defense for calculations?</span></strong><br /><br />.element_rate(n)<br /><br />This is returned as a decimal value. 1 = 100%, 3 = 300%, 0.5 = 50%.<br /><br /><em>W</em><em>hat can we do with this?</em><br /><br />Some really interesting and fun stuff. You can make it so you heal more if you're weaker to fire, or recover more HP if you're strong to ice. You can check if your resistance is below a certain amount and then do something.<br /><br />Specifically I created a fire spell that deals more damage the weaker you are to fire.<br />(a.mat * 2 - b.mdf * 2)*a.element_rate(3)<br /><br /><strong><span style="font-size:18px;">4a. What about states?</span></strong><br /><br />.state_rate(n)</p>
<p> </p>
<p><span style="font-size:18px;"><strong>5. Can we apply debuffs and buffs?</strong></span></p>
<p> </p>
<p>.add_debuff(param, turn)</p>
<p> </p>
<p>.add_buff(param, turn)</p>
<p> </p>
<p>Turn is the turn number for the buff to last and param is the parameter number we're debuffing.</p>
<p> </p>
<p><em>What can we do with this?</em></p>
<p> </p>
<p>We can set a debuff to happen by a random chance when attacking, or buff the user.</p>
<p> </p>
<p>Here I've put a 50% chance to buff your defense for 2 turns when you attack, and deal 150 damage.</p>
<p> </p>
<p>rand(100) &lt;= 50 ? a.add_buff(3, 2):0;150</p>
<p><br /><span style="font-size:18px;"><strong>6. Can we stop an enemy from acting without using a stun status?</strong></span></p>
<p> </p>
<p>.remove_current_action</p>
<p> </p>
<p>This can allow you to make a disruption skill that will stop an enemy from taking an action, great for fast characters. You may want a random chance on this though.<br /><br /><em>W</em><em>hat can we do with this?</em></p>
<p> </p>
<p>I've made a simple one round "stun" with a 35% chance of happening and deals a flat 50 damage.</p>
<p> </p>
<p>if rand(100) &lt;= 35;b.remove_current_action;end;50<br /><br /><span style="font-size:18px;"><strong>7. Can we hide an ally in battle or make an ally appear?</strong></span></p>
<p> </p>
<p>.hide</p>
<p> </p>
<p>.appear</p>
<p> </p>
<p>These two will make an enemy or ally hidden from battle or make them reappear. There are certainly some uses for skills like this or even just events in battle.  When an enemy is hidden, it doesn't give EXP. When a character is hidden, you do not receive a game over when the battle ends.</p>
<p> </p>
<p><em>What can we do with this?</em></p>
<p> </p>
<p>We can have summons that hide characters or enemies. We can even create individual escape mechanisms, like a % chance for just the user to escape by hiding them.  There's a lot of possibilities for this skill. I'll help you by going through some not-so-obvious set-ups.</p>
<p> </p>
<p><u>Make all enemies on the battlefield appear:</u></p>
<p>$game_troop.members.each {|enemy| enemy.appear}</p>
<p> </p>
<p><u>Make a specific enemy appear:</u></p>
<p>$game_troop.members[n].appear</p>
<p> </p>
<p><u>Make a specific ally in your party appear (if hidden):</u></p>
<p>$game_party.members[n].appear</p>
<p> </p>
<p><u>Make all allies in your party appear (if hidden):</u></p>
<p>$game_party.members.each {|ally| ally.appear}</p>
<p><br /><span style="font-size:18px;"><strong>8. Can we get the base value of a stat?</strong></span></p>
<p> </p>
<p>. param_base(param_id)</p>
<p> </p>
<p>Unfortunately I can't tell you all the parameter IDs, but I'm sure once you figure them out this may be of use.</p>
<p> </p>
<p>We can also check the added or debuffed amount from a parameter.</p>
<p> </p>
<p>.param_plus(param_id)</p>
<p> </p>
<p>.param_min(param_id)</p>
<p><br /><span style="font-size:18px;"><strong>9. Can we force an ally or enemy to use a skill (even if they haven't learned it)?</strong></span><br /><br />Yes!<br />.force_action(n, n)<br /><br />The first n is the skill id. If you randomize or array it, you can probably do some interesting stuff. The second n is the target index, where -2 is the last target selected and -1 is a random target.<br /><br /><em>What can we do with this?</em><br />Fun stuff! Things like make them heal or use a specific attack.<br /><br />Specifically I used mine to force an ally to use a random spell in the list on a random target.<br />b.force_action(3+rand(15), -1);0<br /><br /><span style="color:#ff0000;">This one unfortunately has some limitations, please keep these in mind when using Force Action.</span><br /><span style="color:#ff0000;"><strong>Problems</strong>:</span><br />If used on the user, the user repeats the spell. You must make sure a.id != b.id.</p>
<p>If the enemy or actor has used their turn already, they will not act. You must make sure the skill with force action will always go first.<br />I'm not sure how the target indexing works, and cannot guide you to use it.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Appendix A: List of Conditions we can check:</strong></span></p>
<p> </p>
<pre class="ipsCode prettyprint">
  #--------------------------------------------------------------------------
  # * Determine if States Are Addable
  #--------------------------------------------------------------------------
  def state_addable?

  #--------------------------------------------------------------------------
  # * Determine Buff Status
  #--------------------------------------------------------------------------
  def buff?(param_id)

  #--------------------------------------------------------------------------
  # * Determine Debuff Status
  #--------------------------------------------------------------------------
  def debuff?(param_id)

  #--------------------------------------------------------------------------
  # * Determine if Buff Is at Maximum Level
  #--------------------------------------------------------------------------
  def buff_max?(param_id)

  #--------------------------------------------------------------------------
  # * Determine if Debuff Is at Maximum Level
  #--------------------------------------------------------------------------
  def debuff_max?(param_id)

  #--------------------------------------------------------------------------
  # * Determine if Skill/Item Has Any Valid Effects
  #--------------------------------------------------------------------------
  def item_has_any_valid_effects?(user, item)

  #--------------------------------------------------------------------------
  # * Determine Usability of Normal Attack
  #--------------------------------------------------------------------------
  def attack_usable?

  #--------------------------------------------------------------------------
  # * Determine Usability of Guard
  #--------------------------------------------------------------------------
  def guard_usable?

  #--------------------------------------------------------------------------
  # * Determine if Enemy
  #--------------------------------------------------------------------------
  def enemy?

  #--------------------------------------------------------------------------
  # * Determine if Actor or Not
  #--------------------------------------------------------------------------
  def actor?
    return false
  end

  #--------------------------------------------------------------------------
  # * Determine if Action is Possible
  #--------------------------------------------------------------------------
  def movable?
    exist? &amp;&amp; restriction &lt; 4
  end

  #--------------------------------------------------------------------------
  # * Determine if Character is Confused
  #--------------------------------------------------------------------------
  def confusion?
    exist? &amp;&amp; restriction &gt;= 1 &amp;&amp; restriction &lt;= 3
  end

  #--------------------------------------------------------------------------
  # * Determine if Guard
  #--------------------------------------------------------------------------
  def guard?
    special_flag(FLAG_ID_GUARD) &amp;&amp; movable?
  end

  #--------------------------------------------------------------------------
  # * Determine if Substitute
  #--------------------------------------------------------------------------
  def substitute?
    special_flag(FLAG_ID_SUBSTITUTE) &amp;&amp; movable?
  end

  #--------------------------------------------------------------------------
  # * Determine if Preserve TP
  #--------------------------------------------------------------------------
  def preserve_tp?

  #--------------------------------------------------------------------------
  # * Determine if State Is Resisted
  #--------------------------------------------------------------------------
  def state_resist?(state_id)

  #--------------------------------------------------------------------------
  # * Check K.O. State
  #--------------------------------------------------------------------------
  def death_state?

  #--------------------------------------------------------------------------
  # * Check State
  #--------------------------------------------------------------------------
  def state?(state_id)
    @states.include?(state_id)
  end
</pre>
]]></description><guid isPermaLink="false">8986</guid><pubDate>Mon, 10 Dec 2012 00:58:45 +0000</pubDate></item><item><title>How Write Good?, Part 3: Stress Tests and Endings</title><link>https://www.rpgmakercentral.com/topic/40391-how-write-good-part-3-stress-tests-and-endings/</link><description><![CDATA[
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p><span style="font-family:georgia, serif;">The beginning of THE END is the best place to begin THE END, because if you read THE END from the beginning of the beginning of THE END to the end of the end of THE END, you will arrive at the end</span>. -<strong>Lemony Snicket </strong></p>
</div></blockquote>
<p> </p>
<p>Hey!... what? Where was I? Where was <em>I</em>?! Uhmâ€¦ I took a sabbatical, went to find myself, studied on my head in the mountains of Mongolia: that sort of thing.</p>
<p> </p>
<p>Okay, okay. I got a new job, this time doing what I went to college for, and I lost track of time. A lot of time. I posted the second part of this in June of last year! Itâ€™s almost June of this year!</p>
<p> </p>
<p>Anyway, youâ€™re here for more writing stuff, right? Well, I know what youâ€™re thinking: Juju! Youâ€™ve already yakked for hours about<a href="https://www.rpgmakercentral.com/topic/38553-how-write-good-part-1-getting-the-idea-and-then-building-on-it/" rel=""> linear narrative</a>, and youâ€™ve even talked about <a href="https://www.rpgmakercentral.com/topic/38915-how-write-good-part-2-advanced-narration-and-how-to-not-do-the-thing/" rel="">story props and proper skiing techniques</a>. What else is there to talk about? Well, since we talked about <span style="color:#ff0000;">starting the story</span>, and <span style="color:#ff0000;">continuing the story</span>, what about <span style="color:#ff0000;"><strong>ending the story</strong></span>? </p>
<p> </p>
<p>Consider this: You, the reader, have found a book that is the beat-all, end-all to every book you've ever read before. The characters are great, the plot is intriguing, you've cried twice, and now, at the end, at the very end!--it sucks. Like, crash and burn, third degree burn, burnie mac but without the comedy. You've spent the past ten weeks of your life slowly slogging through this giant book, biting your nails to nubs in concern for the leading heroine, heart pounding at the peril of the hero in the hands of the villian, and now what? You feel like you've wasted your life, right?</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><strong>"It's not about the end, it's about the journey." </strong></p>
<p> </p>
<p>That's<span style="color:#ff0000;"> Book Sacrilege</span> (BS) and you know it! It's always been about the end! You <strike>wasted </strike>spent ten weeks of your life leading up to learning about that end! You're legitimately mad! </p>
<p> </p>
<p>I think you can see where I'm going with this. Y'all smart. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_wink.png" alt=";)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/wink@2x.png 2x" width="20" height="20" /> So you don't want your players to spend ten weeks, or even ten minutes, on your game just to see that it ends up nowhere. They've skied down that mountain slope only to end up in a disappointed heap at the bottom. Oops..... (wince) </p>
<p> </p>
<p>So, I guess what you're saying is:</p>
<p> </p>
<p><span style="font-size:18px;"><strong>YOU HAVE A GOOD STORY, BUT HOW DO YOU END IT? </strong></span></p>
<p> </p>
<p><span style="font-size:14px;"><span style="font-size:18px;"><span style="color:#b22222;">The first thing to do is to relax</span>.</span> You're not alone. Every author has had this moment. I can name a million quotes about how the story never really ends, you just choose to stop telling it, yadda yadda yadda. But I won't, because we're talking video game stories. And ending them right. And time's short. </span></p>
<p> </p>
<p><span style="color:#b22222;"><span style="font-size:18px;">Secondly, we have to understand a little about conflict progression and resolution</span></span>. Any Engish / Lit teacher will tell you that stories usually follow this pattern, because... it works. </p>
<p> </p>
<p>I would ask that, for a more detailed view, please look at the nice words and nicer pictures on<a href="http://www.musik-therapie.at/PederHill/Structure&amp;Plot.htm" rel="external nofollow"> this website</a>. But I'll give you the most basic of basic outlines, for your viewing pleasure.</p>
<p> </p>
<p>First of all, we got the beginning. In the beginning, you have CONFLICT PROGRESSION. There's a problem for the character, and it's getting worse. Let's use my favorite Shakespeare play for reference: Taming of the Shrew. What's our conflict, and its progression? Easy: All these dudes want to get their grubby palms on Bianca, but to do that they have to find someone to marry her mean-tempered, incredibly smart, bossy SHREW of a sister, Kate. Now, no man in his right mind is gonna marry her! There's our problem. </p>
<p> </p>
<p>Second, we have what's called the middle, where we lead up to THE CLIMAX. Now, the climax is the highest peak in the story where everything goes to HFIL by falling off Snake Way, so to speak. In our example, this would be the wedding between Kate and Petruchio, and his "taming" of her. Basically, she ends up marring a guy even crazier than she is and this is a bit of a problem for her.</p>
<p> </p>
<p>Last, we have the RESOLUTION, or the end. Now, this would be Bianca's wedding in our example, but the end is where everything simmers down and is, well, resolved! Or not, depending on your sequel status. But it never grows back up to the hectic frenzy of the climax, that's for sure.</p>
<p> </p>
<p>Now, when looking at the story you've lovingly crafted, fed, bathed, treated as your own child: where's your progression? Your climax? Knowing these things makes it far easier to know where your end will be. After all, once you go on the straight and narrative--er, narrow--path, you don't often stray from it. In that story, at least. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/smile@2x.png 2x" width="20" height="20" /></p>
<p> </p>
<p><span style="color:#b22222;"><span style="font-size:18px;">Thirdly, we have to think about what sort of ending it is that you're going for. </span></span><span style="color:#000000;"><span style="font-size:18px;"><span style="font-size:14px;">By that, I mean that you need to think long and hard about what you want the player to take away from your game. After all, the ending is the last bit they're see, and it's one of the things that will stay with them the most. </span></span></span></p>
<p> </p>
<p>Now, the rule of thumb is that the story MUST show some sort of progression. That is, the main character needs to come away with a better understanding of his world, himself, and his place in said world by the end of the tale. This, of course, may not always be a good thing. He may do all these 'great' deeds only to understand that he was unwillingly a pawn and therefore an aid to the bad guy. Or he might even BE the bad guy. Think about, if you have played it, "The Illogical Journey of the Zambonis." If you have not played it, go play it now and then come back, because it's something you need to know. Also, spoilers below. </p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents"><p>At the end of the game, the Zambonis die, but not before they learn that life is fickle and even the best intentions can end up with no winners. </p></div>
</div>
<p><span style="color:rgb(0,0,0);"> </span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">The Zambonis lesson isn't always a happy one, but it's one they needed to learn. There's morality in that game, I tell you what. </span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">That's just the thing. I can't write your endings for you, no one can. They, like your story, have to be as original as you are. (insert angelic chorus). But you can write your stories. Think about your characters. What are their flaws? What should they learn about themselves by the end of the game? What should the player learn about them? After all, they're the ones going in blind. </span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">Think about your own favorite--or not so favorite--endings. What went wrong? Look at it, learn it dissect it, BE IT if you must. But think about it. Follow your story progression. Look at all angles. </span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">The end... it's already inside of you. </span></p>
<p> </p>
<p><span style="color:rgb(0,0,0);">Actually, that's all I have this time around. I hope that's helpful; I feel as though it wasn't quite as helpful as my other parts, but this is the series finale. If the ending to this is about endings, and it's a bad ending... don't take my advice. Heh, heh.... (clears throat). Anyway, I'm off to enjoy government-run America and corporate benefits. See ya! </span></p>
<p> </p>
<p> </p>
<p>  </p>
]]></description><guid isPermaLink="false">40391</guid><pubDate>Tue, 28 Mar 2017 02:19:32 +0000</pubDate></item><item><title>The Do's, Dont's, and the Get-a-Ways of Character Development</title><link>https://www.rpgmakercentral.com/topic/40427-the-dos-donts-and-the-get-a-ways-of-character-development/</link><description><![CDATA[
<p>Heya folks, after playing games, watching movies, seeing animations, and reading stories, I've noticed there seems to be a fine line between what's acceptable for developing characters, and what isn't allowed. before continuing these points, I do want to mention that developing takes time, work, perseverance, and even error. In addition, character development is like an art, there are multiple ways to go about one method, much like the styles of shading. I've dealt with my fair share of delevoping characters, the list stretching to 177, and while I may start from a random part of my imagination, I will repeat that that this is not the only way, but could be one way that may help you in the processes.</p>
<p> </p>
<p>Let's start off with a name. For the purpose of examples, I'll be using my character Rilumia. Your character's name should have a reflection to the style of names your world has, whether it be Japanese, English, Scottish, some self-created language, and so on. You will also want to avoid repeating certain name aspects, as this can get the reader/player confused on name pronunciation. For example, I have two dragons by the name of Rea and Rei. The only major difference in the last letter. Rea is pronounced "Re-uh", while Rei is, well, "Re." This alone can be confusing as you try to remember what character has what name. In some cases, however, you're able to get away with this. Twins, siblings, family names, and how the family's language works are a few of possibly many exceptions. Names should also have a reason to them. Rilumia used to be a demon, thus she has a multi-syllable name that is akin to the race of demons of Scalvose.</p>
<p> </p>
<p>Your next step is possibly going to be determining what the character likes and dislikes, along with the personality. Rilumia absolutely adores animals, so you can feel a soft spot in the character's overall context as she grows throughout the story of the book, piece, or game. You will want to avoid basing likes off of other characters until you finish everything that the character likes on their own terms. Let's set up a small sheet below, so keep a bit of formatting while determining the character's development.</p>
<p> </p>
<p><strong>Name: </strong>Rilumia</p>
<p><strong>Likes: </strong>Animals, the ocean breeze, flowers, food, and long walks through the forests.</p>
<p><strong>Dislikes:</strong> Blood, sickness, fighting, sour candies, silence.</p>
<p> </p>
<p>(Note: You don't have to place these in a sentence-like format. This is my style of setting these up.)</p>
<p> </p>
<p>When it comes to what a character likes and dislikes, or love and avidly hate, and so on, they do not have to be polar opposites. You can have a soft-hearted man who lacks a backbone love heavy metal just as much as a kid loves candy. If the character loves sour things, they don't have to hate sweet things. For every like, it adds to the character if you can provide a reason behind why they like something. Rilumia loves flowers because she can utilize them as a defensive measure when she's attacked, and the ocean breeze makes her feel unbound from other mundane tasks. She's a cook, so food is something she would enjoy. Walks through the forest allow her to see animals and plants, which increase her enjoyment down to the earth. The same goes for dislikes. Rilumia is a bit of a germaphobe, so she will definitely dislike getting sick or seeing blood, and while she isn't against injuring somebody to protect herself, if a fight is avoidable in any possible way, Rilumia will try to take that path. Disliking silence comes from her personality, which is our next subject.</p>
<p> </p>
<p><strong>Personality:</strong> Sultry, gentle, adventurous, cunning, partially germaphobic, and slightly seductive.</p>
<p> </p>
<p>The character's personality has all rights to reflect their likes and dislikes, and don't let others say otherwise. You know your character more than the next guy down the street, so you ned to convey the reasons behind their personality. In addition, personalities can't be abstract, as they must be reflected in each word of the character in some way. However, you don't need to reflect <em>every</em> personality aspect in one line or word all the time. Sometimes the character can have enough mentality to know when to be mature and push their own feelings aside for a while. Or, like my character Darkness, can be complete morons and not understand much of what goes on around him, other than when he's hit for being perverted or making crude jokes. Their personality needs to exsist. Rilumia loves poking her nose towards the winds of a journey, and while she may be bothered by germs and the like, she's gentle and rarely shows her disgust. Though she doesn't mean to be, she has a seductive tone to her words sometimes, which irks others. Otherwise, being sultry, she has a passionate heart and to some, she does rather attract them.</p>
<p> </p>
<p><strong>Blessings:</strong> Quick to protect those in need, Green thumb.</p>
<p><strong>Banes: </strong>Body scales are soft and fragile, very energetic.</p>
<p> </p>
<p>(Note: These can be called pros and cons, strengths and weaknesses, and so on.)</p>
<p> </p>
<p>Lastly, I want to talk about blessings and banes. These are things that the character excells and fully fails at, regardless of how strange they may be. Rilumia, once she fell in love with a dragon's scale, it eventually lead to her falling in love with the dragon, himself. Demon blood is severly malleable in terms of race, and thus her body started to slowly corrupt, or change into that of a dragon. She doesn't know if she still has enough demon blood in her to continue being changed, but she doesn't really care too much as it opened many new paths of life for her, whether in the form of strength, endurance, smell, and the list goes on. However, her true self is still present in her mind, which gives her a constant questioning on what has happened to her as time has gone. In term of the change, her scales are as soft as velvet, and can easily be removed like a bird feather. However, this doesn't stop her from being quick to shield blows aimed at innocent people. On the downside, the amount of energy in her body tends to keep her up at night a lot, forcing her to try and find ways to calm herself to sleep, like reading, seditives, and the old attempts of drinking warm milk.</p>
<p> </p>
<p> </p>
<p>This is a basic outline to get started on fleshing out your characters, which I hope helps you all in need of it. If you have any questions, comments, or feel as if I misstated a part, please leave a comment below and I'll get back to you as soon as possible.</p>
]]></description><guid isPermaLink="false">40427</guid><pubDate>Wed, 05 Apr 2017 02:26:32 +0000</pubDate></item><item><title>RPG Maker MV Cook Tool</title><link>https://www.rpgmakercentral.com/topic/41761-rpg-maker-mv-cook-tool/</link><description><![CDATA[
<p>
	<strong>What is this?</strong>
</p>

<p>
	This tool automates the compilation of JavaScript files with NW.js' compiler. The compiler creates binary versions of the files, ensuring protection of the source code. The tool also packages the code (and the assets) on an archive that Nw.js can read.
</p>

<p>
	 
</p>

<p>
	<strong>How do I use it?</strong>
</p>

<p>
	First of, you'll need to do a few modifications to the project. I've included the replacement code you need to apply to your project (after deploying it, of course). After that, it's pretty simple: Tell the tool where the nwjc.exe file is (RPG Maker MV has the SDK as well, which includes nwjc, but you can download a different version from https://nwjs.io) and the project you want to compile. In a few minutes, you can upload the game to the public.
</p>

<p>
	 
</p>

<p>
	Do note: once you compile it, you can only use the same version of nwjs for the same operating system. So, if you compiled the game with SDK Version 0.30.4 (for example) on Windows, you can only use the code with Standard Version 0.30.4 on Windows.
</p>

<p>
	 
</p>

<p>
	<strong>System Requirements:</strong>
</p>

<p>
	Windows 7 Service Pack 1 or newer.
</p>

<p>
	Microsoft .NET Framework 4.7.2
</p>

<p>
	Any computer that can run RPG Maker MV games, practically speaking.
</p>

<p>
	NW.js SDK. You can use any version you want (preferably 0.22.x or newer).
</p>

<p>
	 
</p>

<p>
	<strong>FAQ:</strong>
</p>

<p>
	Can I use it on Linux with WINE (or Proton or &lt;insert a compatibility layer here&gt;)?
</p>

<p>
	Depends. If it is to make the Windows version of your game, then yes (assuming that it can run .NET Framework apps). If you want to use the tool to make the Linux version, then no. I am planning to release a Linux version at some point.
</p>

<p>
	 
</p>

<p>
	Can I use it on my current project?
</p>

<p>
	The tool is a wrapper for the nwjc. I have used the tool for my project and I haven't noticed any issues. So, it has a "go-live" license (as in, it's OK to use it on your projects).
</p>

<p>
	 
</p>

<p>
	Screenshots:
</p>

<p>
	</p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p>
</p>
<br /><br />
	<img src="https://i.imgur.com/z7nAIEA.png" alt="z7nAIEA.png" /><br />
	<img src="https://i.imgur.com/KUWh5pu.png" alt="KUWh5pu.png" /><br />
	<img src="https://i.imgur.com/KUWh5pu.png" alt="KUWh5pu.png" /><br />
	<img src="https://i.imgur.com/Z4Oys98.png" alt="Z4Oys98.png" /><br />
	<img src="https://i.imgur.com/l0j7aJe.png" alt="l0j7aJe.png" />
<br /><br />
	</div>
</div>
<p>
</p>

<p>
	 
</p>

<p>
	Download:<br />
	<a href="https://aceofaces.itch.io/rpg-maker-mv-cook-tool" rel="external nofollow">itch.io</a><br />
	<a href="https://gumroad.com/l/RMMVCookTool" rel="external nofollow">Gumroad</a>
</p>

<p>
	<a href="https://github.com/acemod13/RMMVCookTool" rel="external nofollow">Source Code</a>
</p>
]]></description><guid isPermaLink="false">41761</guid><pubDate>Wed, 26 Sep 2018 11:19:03 +0000</pubDate></item><item><title>FeniXCLI - Open source RPG Maker MV plugin development tool</title><link>https://www.rpgmakercentral.com/topic/41753-fenixcli-open-source-rpg-maker-mv-plugin-development-tool/</link><description><![CDATA[
<div style="text-align:center;">
	<p>
		<span style="font-size:24px;">FeniXCLI - Open source RPG Maker MV plugin development tool</span>
	</p>
	<br />
	<br />
	<span style="font-size:14px;">FeniXCLI is a lightweight, easy to use RPG Maker MV plugin development CLI that helps you generate and setup entire project with no configuration required, just an easy to follow guided setup. It helps you develop plugins for RPG Maker MV by combining necessary development tools. These tools help with the building of all your plugins and serving files to a server for easy testing and streamlined productivity.</span><br />
	<br />
	<img src="https://gitlab.com/FeniXEngineMV/fenix-cli/raw/master/docs/.vuepress/public/img/fenixcli-init.gif" alt="fenixcli-init.gif" /><br />
	<span style="font-size:14px;"><a href="http://fenixenginemv.gitlab.io/cli" rel="external nofollow">Project Website</a></span><span style="font-size:14px;">    |    </span><span style="font-size:14px;"><a href="https://gitlab.com/FeniXEngineMV/fenix-cli" rel="external nofollow"><span style="text-decoration:underline;">Gitlab Repository</span></a></span><span style="font-size:14px;">    |    </span><span style="font-size:14px;"><span style="text-decoration:underline;"><a href="https://fenixenginemv.gitlab.io/fenix-cli/guide/#how-it-works" rel="external nofollow">Guide</a></span></span>
</div>

<p>
	<br />
	<span style="font-size:24px;"><span style="text-decoration:underline;">Features</span></span>
</p>

<p>
	<strong><span style="font-size:14px;">Project Setup</span></strong><br />
	<span style="font-size:14px;">Generate and entire project, download an MV demo game and automatically install and configures packages</span><br />
	<br />
	<strong><span style="font-size:14px;">Live Server</span></strong><br />
	<span style="font-size:14px;">Start a live development server and reload when changes have been made to your plugin source code.</span><br />
	<br />
	<strong><span style="font-size:14px;">Modern JavaScript</span></strong><br />
	<span style="font-size:14px;">Start writing with next generation JavaScript, split code into modules and import packages, no setup required!</span>
</p>

<p>
	<span style="font-size:18px;"><span style="text-decoration:underline;">Roadmap</span></span>
</p>

<ul>
	<li>
		Babel support
	</li>
	<li>
		Auto configuration for all packages in setup
	</li>
	<li>
		nwjs live reload support
	</li>
	<li>
		Live package install (install packages simply using the import keyword)
	</li>
	<li>
		Frontend GUI (For those who are terminal illiterate)
	</li>
</ul>

<p>
	<span style="font-size:24px;">Quick Start</span><br />
	<span style="font-size:14px;">Create a new directory and open the terminal(Linux) or command prompt(Windows) and run the following commands.</span>
</p>

<p>
	<span style="text-decoration:underline;"><strong>Install</strong></span>
</p>

<pre class="ipsCode">
npm install -g fenix-engine-cli

</pre>

<p>
	 
	</p>
<p>
		<b><span style="text-decoration:underline;">Setup a new project</span></b>
	</p>


<div>
	<div>
		<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">fenix</span></pre>
		<br />
		 
	</div>
</div>

<p>
	<b><span style="text-decoration:underline;">Run the development server</span></b>
</p>

<div>
	<div>
		 
	</div>

	<div>
		<pre class="ipsCode prettyprint lang-html prettyprinted">
<span class="pln">fenix dev</span></pre>
		<br />
		 
	</div>
</div>

<p>
	<span style="font-size:22px;"><span style="text-decoration:underline;">F.A.Q</span></span><br />
	<br />
	<b>Q:</b> <strong>Is it ready?</strong><br />
	<br />
	<b>A:</b> <i>Yes and no! However, I only say no because it is in no way ready for a child to pick up and use, but it is ready for any developer that feels like giving it a try!</i><br />
	<br />
	<b>Q:</b><strong> How will this make plugin development easy?</strong><br />
	<br />
	<b>A:</b><i> It provides a consistent and easy to follow workflow and environment so that every plugin is developed in the same manner and with the same standards as any other developed using FeniXCLI. It also makes things easier by letting you develop your plugins in separate files which are bundled together to create a production ready plugin.</i><br />
	<br />
	<b>Q:</b><strong> How can I get started?</strong><br />
	<br />
	<b>A:</b> <i>Follow the <a href="https://fenixenginemv.gitlab.io/fenix-cli/guide/getting-started.html" rel="external nofollow">getting started guide</a> </i><br />
	<br />
	<b>Q:</b> <strong>What is FeniXEngine?</strong><br />
	<br />
	<b>A: </b><i><a href="http://fenixenginemv.gitlab.io/" rel="external nofollow">FeniXEngine </a>is the name of the project which includes tools like FeniXCLI and <a href="http://fenixenginemv.gitlab.io/fenix-tools/" rel="external nofollow">FeniXTools</a>. This open source project's mission is to make plugin development easy enough for a child, powerful enough for a developer. </i>
</p>
]]></description><guid isPermaLink="false">41753</guid><pubDate>Wed, 19 Sep 2018 12:46:31 +0000</pubDate></item><item><title>Pushing Objects into Water to Make Bridges</title><link>https://www.rpgmakercentral.com/topic/23492-pushing-objects-into-water-to-make-bridges/</link><description><![CDATA[
<p>This is a neat little idea that can make your typical boulder-pushing puzzle a little more interesting. It took me a while to figure out how to do this through events (although I'd like to learn, I currently have no ability to script), but I have it sorted now and hope it might help someone else. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_smile.png" alt=":)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/smile@2x.png 2x" width="20" height="20" /><br /> <br /><a href="#" rel=""><strong>Hard mode:</strong> Multiple boulders and gaps.</a> (&lt;if this anchor doesn't work, just scroll down)<br /> <br /> <br /><u><strong><span style="font-size:24px;">Pushing a rock into a gap.</span></strong></u><br /> <br />First thing's first - create an event that will be the boulder, or whatever your character will be pushing. You also need an area of water or a hole or something of the sort, which the boulder can be pushed into. The gap must be one tile across, the the boulder can act a bridge when in the water.<br /> <br /><img src="http://i.imgur.com/BeqxNY3.jpg?1" alt="BeqxNY3.jpg?1" /><br /> <br />In this case, the player is pushing a boulder into the river in order to get to the island. I added a chest that can only be reached this way, for added incentive.<br /> <br /> <br />The boulder event will eventually have several pages, but initially, just set up the first event page. The settings should look like this:<br /> <br /><img src="http://i.imgur.com/6KJpX2C.jpg?1" alt="6KJpX2C.jpg?1" /><br /> <br />'Event Touch' means that the boulder will move when the player stands beside it and pushes a directional button. Other people may prefer setting the trigger to 'Action Button' so that the player must press the 'A' button to activate the movement.<br /> <br />You will need to use a terrain tag to label the water tiles. Doesn't matter what number you use, but tag the water tiles you want the player to be able to push the block into.<br /> <br /> <br /><img src="http://i.imgur.com/kMyqfYA.jpg" alt="kMyqfYA.jpg" /><br /> <br /> <br />You need several variables for this.<br />Two will store the boulder's current X and Y location on the map, two will store the X and Y location of the position the player is trying to push it to (when they walk up to it, or press 'A'), one will store the terrain tag of the new position.<br /> <br />So, let's do some eventing!<br /> <br />As soon as the event is triggered, we want the boulder to store its current position in the variables.  We can then use conditional branches on which direction the player is facing to determine which direction the boulder is being pushed towards.  With this information, we can store in variables the new position.  We then get the terrain tag of the new position.   If the player is just pushing the boulder over land, the boulder should just move normally as these tiles are passable.   We check if the terrain tag is equal to the one you set up for the water.  If so, the boulders move route includes setting it as 'Through' which means it can pass into impassable tiles (like water). Self Switch A is then turned on if the boulder has fallen into water.<br /> <br />It's not mandatory, but I added an extra bit of eventing here so that the boulder wouldn't reset back to its original position if the player left the map.  This only activates if the boulder is in the 'goal' position and the puzzle is solved.  Use two conditional branches to check if the boulder's new position is equal to a designated goal location, and if so, turn on a switch. This isn't a self switch, as we need it to link to another event. More on this later - first, let's finish setting up the other event pages on this boulder.<br /> <br />Here's what the first page looks like:<br /> <br /><img src="http://i.imgur.com/Ms8sHGO.jpg" alt="Ms8sHGO.jpg" /><br /> <br /> <br /> <br />Page 2 is relatively simple. Once the rock is in place, this page sees when the player is trying to cross over it. It takes note of which side the player is on. Because switch A turns on if the boulder falls into ANY water, we need to check if it is in a goal location first.<br /> <br /><img src="http://i.imgur.com/2KNUcLD.jpg" alt="2KNUcLD.jpg" /><br /> <br />Page 3 is triggered if the player touches the rock and is facing left. This page must be set to 'Autorun' and the priority 'Below Player'. This is important, because the 'Below Player' priority means that the player will walk on top of the rock, rather than appearing to walk behind or underneath it. The event autoruns and moves the player over the rock to the other side. The switch then turns off, so that if the player touches the rock again, Page 2 runs, which looks at which side the player is on and redirects to the corresponding event page.  Page 4 looks exactly the same as this, but is for if the player approaches from the other side. The only difference is that the move route contains 'Move Right' and it's a different self switch. Of course, you can also make boulder bridges which are north-south.<br /> <br /><img src="http://i.imgur.com/mk8RoUc.jpg" alt="mk8RoUc.jpg" /><br /> <br />So that's it - for the most part.<br /> <br />What about Page 5 though? Well, it's completely empty!  Remember that part at the end of Page 1 where I said something about getting the boulder to stay put after it's solved?<br /> <br /><img src="http://i.imgur.com/uM8E5lH.jpg" alt="uM8E5lH.jpg" /><br /> <br /> <br />If you want to add this feature, create a second event using the same boulder graphic.  Put it in the place where the boulder is 'supposed' to be when the puzzle is solved.<br /> <br /><img src="http://i.imgur.com/99sRjJR.jpg" alt="99sRjJR.jpg" /><br /> <br />The second event contains a copy of pages 2 to 4 of the first event, with an additional condition that the 'Solved' switch must be 'on'.  This switch also removes the first event from view.<br /> <br /> <br />Hopefully this was useful to somebody - it's the first tutorial I've written and I'm not particularly confident in my ability to explain things, hence the use of pictures.<br /> <br />Here's a short demo of how this looks in-game.<br /> <br /> <br /></p>
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/bZcLWFa3puQ?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
<br /> <br /> <br /> <br /> <br /><a rel="">***</a><br /> <br /><span style="font-size:24px;"><strong><u>Hard Mode: Multiple boulders and gaps!</u></strong></span><br />(Uses more switches and variables, but the basic idea is the same).<br /> <br />It's here that I must stress the importance of keeping your switches, variables and event names organised. Otherwise, you're gonna have a bad time. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_wink.png" alt=";)" srcset="https://www.rpgmakercentral.com/uploads/emoticons/wink@2x.png 2x" width="20" height="20" /><br /> <br />Depending on just how complex you want to go, here's the switches and variables you need to use:<br />The good thing is though, that you can re-use some of these for other boulder puzzles you might wanna make in your game and it won't make any difference. Namely, you can re-use the variables in any number of puzzles. The switches must be set up individually for each puzzle though, as they recognise which puzzles have been solved and which rocks have been used, and allow the player to leave the map and the puzzle still be solved.<br /> <br />I used 3 boulders when I was figuring this out. You can easily use more than that without it becoming more complex to set up, but you'll need the extra switches and variables.<br /> <br /> <br /><strong>Variables</strong>   Rock_X_Location - Stores X location of the boulder that the player is about to push.<br />Rock_Y_Location - Stores Y location of the boulder that the player is about to push.<br />Pushing_Towards_X - Stores X location that the boulder is currently being pushed to by the player.<br />Pushing_Towards_Y - Stores Y location that the boulder is currently being pushed to by the player.<br />Terrain_Tag - Stores terrain tag of the location it is being pushed to.<br />Goal_X_Location - X location of first possible solution.<br />Goal_Y_Location - Y location of first possible solution.<br />Goal_2X_Location - - X location of second possible solution.<br />Goal_2Y_Location - Y location of second possible solution.<br />Goal_3X_Location-  X location of third possible solution.<br />Goal_3Y_Location - Y location of third possible solution.        <br /> <br /><strong>Switches</strong>   Boulder1_Solved - Switches on if any boulder has been pushed into goal location 1.<br />Boulder2_Solved - Switches on if any boulder has been pushed into goal location 2.<br />Boulder3_Solved - Switches on if any boulder has been pushed into goal location 3.<br />Boulder1_Used - Switches on if boulder 1 has been pushed into any goal location<br />Boulder2_Used - Switches on if boulder 2 has been pushed into any goal location<br />Boulder3_Used - Switches on if boulder 3 has been pushed into any goal location<br /> <br /> <br />To give this a sense of meaning, here's the cave where I'm setting up this puzzle:<br /> <br /><img src="http://i.imgur.com/2npFfXp.jpg" alt="2npFfXp.jpg" /><br /> <br />You can see the three boulders. I've named them 'Boulder1', 'Boulder2', 'Boulder3' for convenience.  The three 'empty' events are locations where the boulders can be pushed into to enable our hero to cross the water.  These events are named 'Solved1', 'Solved2', 'Solved3'.<br /> <br />You might notice that it's possible for either of the two boulders near where the hero is standing to be used for either of two goal locations. I have considered this.<br /> <br />Let's look at the event pages.<br /> <br />This is the first page of Boulder1.  If you read the basic part of my tutorial first, you'll notice that the general structure is pretty similar.<br />We check the rock's current position, which way the player is pushing it, it's new position, and the terrain tag of the new position.  If the terrain tag is the one for water, it makes a 'splash' and falls in.  Then comes the extra bit....<br /> <br />It gets the data for the variables 'Goal_X_Location', 'Goal_Y_Location' etc. from the positions of the events which are at the goal locations.  We then need conditional branches to check whether the rock has been pushed into ANY of the possible goals in the area. This is done by using branches of the form:<br /> <br />Conditional branch:<br />   Pushing_Towards_X = Goal_X_Location<br />      Pushing_Towards_Y = Goal_Y_Location<br /> <br />   Branch End<br />Branch End<br /> <br />Repeat this for each goal location.<br /> <br />Within these conditional branches, we need to flick on the switches that indicate which boulder we have pushed into the water, and at which goal location.  This is why I numbered my boulder events and goal events.  <br /> <br />If it's pushed into water (as recognised by the terrain tag), self switch A turns on, which is just a blank page. This is just so that the boulder is not able to move if it's in the water (eg. if the player stood at the waters edge and pushed).<br /> <br />The reason I didn't use the A switch to allow the player to cross the boulder is because depending on where the boulder is placed, it might form either an East-West bridge or a North-South bridge. As such, this movement is tied to the 'goal' events which appear when the rock is moved into place.<br /> <br />((I used 'empty' comments for the sole purpose of spacing this out into sections so it looks neater and was easier for me to work on))<br /> <br /> <br /><img src="http://i.imgur.com/FH33xZu.jpg" alt="FH33xZu.jpg" /><br /> <br /> <br /> <br />This event above is Boulder1.  The other boulders look exactly the same, except that the switch turned on when they fall into place is 'Boulder2_Used' or 'Boulder3_Used', etc. etc. for however many boulders you have.<br />((My switches for this include the area name, in case I later want to use a similar puzzle on a different dungeon))<br /> <br />Okay, this has probably been slightly confusing. I'm trying hard to keep it as organised as I can and sometimes I have to look back and think things through again.  Hopefully looking at the other pages of the events will help all these switches and variables make more sense.<br /> <br /> <br />This is pages 2 and 3 of the boulder events:<br />Page 2 is empty and is triggered whenever the boulder falls into water. It's just there so that it stays put and acts as an unmovable object.<br />Page 3 is triggered when this particular boulder has been pushed into a goal location. It makes the original boulder event invisible.<br /> <br /><img src="http://i.imgur.com/qB2OYAH.jpg" alt="qB2OYAH.jpg" /><br /> <br /> <br /> <br />Now let's finally get to these 'goal' events...<br />Page 1 is blank and has no image. Because having a crossing before a boulder has been pushed here would defeat the purpose.<br />So, page 2... Looks rather familiar, huh?<br />It's the same eventing as you may remember from the basic tutorial here, which triggers a self-switch when the player touches it and allows them to cross in a certain direction.  This activates if the switch 'Boulder1_Solved' is on. Not to be confused with 'Boulder1_Used'. The 'solved' switches correspond to the goal or solution locations, and can be triggered by any boulder if it is pushed into the goal location.<br /> <br /><img src="http://i.imgur.com/CUXDH2C.jpg" alt="CUXDH2C.jpg" /><br /> <br />Then as you may guess, the B and C self-switch pages are exactly the same as before.<br /> <br /><img src="http://i.imgur.com/vKwPvxA.jpg" alt="vKwPvxA.jpg" /><br /> <br /> <br /> <br />.... done. Finally. <img src="https://www.rpgmakercentral.com/uploads/emoticons/default_biggrin.png" alt=":D" srcset="https://www.rpgmakercentral.com/uploads/emoticons/biggrin@2x.png 2x" width="20" height="20" /><br /> <br /> <br />Let's see it in action!<p>(unfortunately without the pretty mapping this time)</p>
<p> </p>
<p></p>
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/vblLffUmYPM?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
]]></description><guid isPermaLink="false">23492</guid><pubDate>Thu, 24 Apr 2014 17:33:36 +0000</pubDate></item><item><title>Make looping BGM - Part 1 (OGG Vorbis)</title><link>https://www.rpgmakercentral.com/topic/3825-make-looping-bgm-part-1-ogg-vorbis/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><p><strong><span style="font-size:18px;">How to make a perfect looping BGM for RPG Maker VX ACE (OGG Vorbis)</span></strong></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p>Credits : </p>
<a href="http://www.rpgrevolution.com/forums/index.php?showtopic=53387" rel="external nofollow">Shu</a>
</div>
<p></p>
<p></p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Introduction</strong></span></p>
<p>Have you ever wanted your battle music to play the intro once, and then loop only the main part, like most Final Fantasy battle music?</p>
<p>That's exactly what this tutorial will teach you how to do.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Required Program</strong></span></p>
<p><a href="http://audacity.sourceforge.net/download/" rel="external nofollow">Audacity 2.0</a>, the free audio editing tool.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Editing the BGM</strong></span></p>
<p>Open your desired BGM in Audacity. Find the portion that you want to loop by using the selection tool and zoom tool and carefully listening to where the song should begin looping, and where the song should restart to the beginning of the loop. These two points in the song MUST sound exactly the same! It is recommended that the loop point is loud, because trying to loop on a quiet, sensitive part of a song is more noticeable and harder to make it seamless.</p>
<p> </p>
<p>Once you know where the points are, select the point where the loop should begin, and then go to Tracks -&gt; Add Label at Selection. Enter "Loop Start." Do the same for where you want the loop to restart, and label it as "Loop End."</p>
<p> </p>
<p>You can test to see if it loops seamlessly by highlighting the area inside these two labels and shift+clicking the play button.</p>
<p> </p>
<p><img src="https://lh3.googleusercontent.com/-Advja7qEkEs/T7Ga6TGsaCI/AAAAAAAAAZg/lttiMWLv6Nw/s640/looptut1.png" alt="looptut1.png" /></p>
<p> </p>
<p>Next, thou shall go to the bottom of the program, where you shall see some drop-down menus. Click a drop-down menu and set it to "samples" like shown in this image:</p>
<p> </p>
<p><a href="http://lh3.googleusercontent.com/-L6_3__XT_MM/T7Ga7ij76RI/AAAAAAAAAZo/cuwLCWA8GMc/s640/looptut2.png" rel="external nofollow"><img src="http://lh3.googleusercontent.com/-L6_3__XT_MM/T7Ga7ij76RI/AAAAAAAAAZo/cuwLCWA8GMc/s640/looptut2.png" alt="looptut2.png" /></a></p>
<p> </p>
<p>and then make sure that "Length" is checked instead of "End" like so:</p>
<p> </p>
<p><img src="https://lh4.googleusercontent.com/-VROvbGWKg_U/T7Ga6PYOASI/AAAAAAAAAZc/eqrhDBkKitQ/s640/looptut3.png" alt="looptut3.png" /></p>
<p> </p>
<p>Now, make sure that you have selected the area of the song from the Loop Start label to the Loop End label, and then go to File -&gt; Export...</p>
<p>Name it, and make sure the File Type is set to Ogg Vorbis Files. Click Save.</p>
<p> </p>
<p>This is the most important step! An Edit Metadata window should appear. At the bottom, click add until there are two blank tags. Double click the first blank tag and type in "LOOPSTART". In the second blank tag, type in "LOOPLENGTH". Look at the bottom of Audacity to see a number under Selection Start. Insert this number as the value for LOOPSTART without commas. Do the same for LOOPLENGTH using the number under Length.</p>
<p> </p>
<p><img src="https://lh5.googleusercontent.com/-cHBDYJKinks/T7Ga8XLSTYI/AAAAAAAAAZw/6I5jw8qWBMo/s640/looptut4.png" alt="looptut4.png" /></p>
<p> </p>
<p>Click OK, import your new ogg file inside your RPG Maker VX, go to Sound Test, and click Play!</p>
<p>If it loops exactly where you wanted it to, then you have not failed.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Go forth, and make awesomeness.</strong></span></p>
]]></description><guid isPermaLink="false">3825</guid><pubDate>Tue, 15 May 2012 05:30:52 +0000</pubDate></item><item><title>Using Conditional Branch Event Commands for Script Input</title><link>https://www.rpgmakercentral.com/topic/20586-using-conditional-branch-event-commands-for-script-input/</link><description><![CDATA[
<p>This tutorial describes how conditional branch commands are used as script input. This command is a very convenient way to ask users to specify input, especially if you're working with conditions. This may be easier to use</p>
<p> </p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput0.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput0.jpg" alt="conditionalbranchinput0.jpg" /></a></p>
<p> </p>
<p>Instead of this</p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput2.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput2-e1387589294224.jpg" alt="conditionalbranchinput2-e1387589294224.j" /></a></p>
<p> </p>
<p>This tutorial shows how to use these commands in your scripts, and how you can achieve complex logic using only these commands.</p>
<p> </p>
<p><strong>Recall...</strong></p>
<p> </p>
<p>If you are not familiar with the conditional branch command, the image below shows all of the built-in conditions that are available for users.</p>
<p> </p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput1.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput1.jpg" alt="conditionalbranchinput1.jpg" /></a></p>
<p> </p>
<p>It also comes with a script box that has a character limit of 10000, which is enough for almost anything anyone would need to do with a script call.</p>
<p> </p>
<p>Ideally, if you're working with any event (map event, troop event, common event), and your script uses conditions, you want to use a conditional branch command.</p>
<p> </p>
<p><span style="color:#000000;"><strong>Script Parsing</strong></span></p>
<p> </p>
<p>The conditional branch command is command 111 in the game interpreter. You can look at it in your script editor to see how it is evaluated. Typically, I would just copy this code into my own method and adapt it to suit my own needs.</p>
<p> </p>
<p>To actually get the command, you will need to parse the event list. Depending on what type of event you're working with, accessing the list would be a bit different, but once you have access to the list, you would simply iterate over each command as follows to find the command you want:</p>
<p></p>
<pre class="ipsCode prettyprint lang-auto">list.each do |cmd|
  if cmd.code == 111
    # do something with the conditional branch command
  end
end</pre>
<strong>Examples</strong><p> </p>
<p>Here are a couple scripts that use conditional branch commands for input.</p>
<ul><li><a href="http://himeworks.com/2013/03/23/event-page-conditions/" rel="external nofollow">Custom Page Conditions</a></li>
<li><a href="http://himeworks.com/2013/10/23/negated-conditional-branch/" rel="external nofollow">Negated Conditional Branch</a></li>
</ul><strong>Logical Expressions</strong><p> </p>
<p>The conditional branch command allows you to ask questions like</p>
<ul><li>Is Actor 3 a Soldier class?</li>
<li>Does the party have a Hand Ax in their inventory</li>
</ul>Which can be evaluated easily. However, what happens when you want to ask more complex questions such as<ul><li>Is Actor 3 a Soldier AND is Actor 3 wearing a Hat?</li>
<li>Is switch 1 on OR Switch 2 on?</li>
</ul>These are separate conditions joined one or more of the following logical operators:<ul><li>AND</li>
<li>OR</li>
<li>NOT</li>
</ul>This is very easy to accomplish using script calls, but remember the point is to make it easy for users who may not be proficient in ruby. Some users may not even have any idea how programming works.<p> </p>
<p>The following rules are proposed for logical expressions using conditional branch commands. Here are some examples to illustrate it:</p>
<p> </p>
<p>1. One command represents one condition.</p>
<p>2. Every pair of commands is joined by a logical operator.</p>
<p>3. Two commands with the same indent are joined using OR</p>
<p> </p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput3.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput3.jpg" alt="conditionalbranchinput3.jpg" /></a> </p>
<p> </p>
<p>4. Two commands with a nested indent are joined using AND</p>
<p> </p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput4.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput4.jpg" alt="conditionalbranchinput4.jpg" /></a> </p>
<p> </p>
<p>5. All conditions with non-decreasing indents are grouped together.</p>
<p> </p>
<p> <a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput5.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput5.jpg" alt="conditionalbranchinput5.jpg" /></a> </p>
<p> </p>
<p>Condition 0 = indent 0</p>
<p>Condition 1 = indent 1, therefore they are grouped together</p>
<p>Condition 2 = indent 0, so this is the start of a new group</p>
<p>Condition 3 = indent 1</p>
<p> </p>
<p>6. All conditions are parsed recursively. Parentheses are based on groups</p>
<p> </p>
<p><a href="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput6.jpg" rel="external nofollow"><img src="http://himeworks.files.wordpress.com/2013/12/conditionalbranchinput6.jpg" alt="conditionalbranchinput6.jpg" /></a></p>
<p> </p>
<p>The last image basically summarizes all of the rules. It may take some time to understand it, but if you think of it as a regular boolean expression, it should become clearer:</p>
<p></p>
<pre class="ipsCode prettyprint lang-auto">(a AND (b OR c))</pre>We are simply applying each rule one by one as you go down the conditions, grouping them based on the non-decreasing indentation rule.<p> </p>
<p>Note that negation is not shown here. This is because the default conditional branches do not support negation.</p>
<p> </p>
<p><strong>Ending</strong></p>
<p> </p>
<p>With this in mind, you should be able to provide your users with a much easier way to specify conditions if your script needs it.</p>
<p> </p>
<p>Originally posted at <a href="http://himeworks.com/using-conditional-branch-event-commands-for-script-input/" rel="external nofollow">Hime Works</a>.</p>
]]></description><guid isPermaLink="false">20586</guid><pubDate>Sat, 21 Dec 2013 02:41:32 +0000</pubDate></item><item><title>Detect Distance Between Player and Object</title><link>https://www.rpgmakercentral.com/topic/30076-detect-distance-between-player-and-object/</link><description><![CDATA[
<p>I am Vectra. The Master Eventor. I've gotten a request from a friend to do this. I did this for someone else a a week ago so i figured I'll make a tutorial for all who wants to know how.</p>
<p> </p>
<p><u><strong>Here's what you need:</strong></u></p>
<p>4 Variables</p>
<p>2 Conditional Branches</p>
<p> </p>
<p><u><strong>What are the 4 variables?:</strong></u></p>
<p>X-Coord1</p>
<p>Y-Coord1</p>
<p>X-Coord2</p>
<p>Y-Coord2</p>
<p> </p>
<p>Let's say you want to detect the distance between the player and a rock:</p>
<p> </p>
<p><strong><u>1 is Player and 2 is the rock.</u></strong></p>
<p>X-Coord = X coordinate</p>
<p>Y-Coord = Y coordinate</p>
<p> </p>
<p><img src="http://i.imgur.com/rNEmZBX.png" alt="rNEmZBX.png"></p>
<p> </p>
<p>The multiplying by -1 is so that the number will be positive. In mathematics, distance cannot be a negative number. Due to you X-Coord and Y-Coord check needing to be 1, the system checks for diagonals too.</p>
<p> </p>
<p><img src="http://i.imgur.com/PN2tyuM.png" alt="PN2tyuM.png"></p>
<p>You minus the rock's coordinates with the player's coordinates. If the answer is 1 or 0 then they're touching. If you want it like have it where if the rock is 5 steps away then you simply make the condition branches 5 or less instead of 1 or less.</p>
<p> </p>
<p>It'll look like this:</p>
<p> </p>
<p><img src="http://i.imgur.com/jkTUZLe.png" alt="jkTUZLe.png"></p>
<p> </p>
<p> </p>
<p>This checks if it's 5 steps away horizontally and then checks vertically.</p>
<p><img src="http://i.imgur.com/IYnpUtW.png" alt="IYnpUtW.png"></p>
<p> </p>
<p> </p>
<p><u><strong>Wait, but what if I want distance between two events?</strong></u></p>
<p>Then you replace player with whatever. For example, If i wanted the distance between 2 rocks then I simply replace X and Y Coord1 with another event's X and Y Coord instead. If you want to know the distance of more than 2 events then every event added needs 2 variables(X &amp; Y Coord).</p>
<p> </p>
<p><strong><span style="font-size:24px;">SUB-TUTORIAL: DISTANCE</span></strong></p>
<div>Only difference is you scrap the Y-Coord PL check and add X-Coord and Y-Coord right before the proximity (which is now distance) check.</div>
<div><img src="https://cdn.discordapp.com/attachments/318123836384215041/324597045849489409/Picture1.png" alt="Picture1.png"></div>
<div style="margin:5px 0px 0px;text-align:right;font-size:11px;color:rgb(150,150,150);font-family:Verdana, 'Segoe UI', Arial, sans-serif;"> </div>
<p><strong><u><span style="font-size:24px;">SUB-TUTORIAL: Projectiles</span></u></strong><br>Description: I have left numerous comments (using the "comment" event command) to show you how to create projectiles. You will need extra switches and extra commands which will be shown and explained in the demo. You need to know the above first before proceeding to this.<br><a href="https://drive.google.com/open?id=0B6YgxySqsh57UnNVMHBSLUhybTQ" rel="external nofollow">https://drive.google.com/open?id=0B6YgxySqsh57UnNVMHBSLUhybTQ</a><br><br>Partial Credit goes to <a href="https://www.rpgmakercentral.com/user/45675-retnuh/" rel="">Retnuh</a><br> </p>
<p>If you have <span style="color:#ff0000;"><u><strong>ANY</strong></u></span> questions plz ask.</p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_02_2015/post-46520-0-23664600-1423009623.png" data-fileid="11851" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_02_2015/post-46520-0-23664600-1423009623_thumb.png" data-fileid="11851" class="ipsImage ipsImage_thumbnailed" alt="post-46520-0-23664600-1423009623_thumb.png"></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_02_2015/post-46520-0-50296000-1423010747.png" data-fileid="11852" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_02_2015/post-46520-0-50296000-1423010747_thumb.png" data-fileid="11852" class="ipsImage ipsImage_thumbnailed" alt="post-46520-0-50296000-1423010747_thumb.png"></a></p>
]]></description><guid isPermaLink="false">30076</guid><pubDate>Wed, 04 Feb 2015 00:47:23 +0000</pubDate></item><item><title>How to make the most of custom formulae. Part #1</title><link>https://www.rpgmakercentral.com/topic/2340-how-to-make-the-most-of-custom-formulae-part-1/</link><description><![CDATA[
<p>This tutorial can also be found on my blog at: <a href="http://cobbtocs.co.uk/wp/?p=271" rel="external nofollow">http://cobbtocs.co.uk/wp/?p=271</a></p>
<p> </p>
<p>So earlier today on irc the conversation moved to the scripts someone desired for their game which included:</p>
<p> </p>
<p>favorite foods - i can specify each actorÂ’s favorite food and when the item is used on them, they heal extra hp or something</p>
<p> </p>
<p>Anyhow I pretty quickly realised a script was not needed to implement this feature. RPG Maker Ace once again proves just how versatile it is because this feature can be implemented in a single input box. In particular this one:</p>
<p> </p>
<p><img src="http://cobbtocs.co.uk/wp/wp-content/uploads/2012/04/SS0027.png" alt="SS0027.png" /></p>
<p> </p>
<p>That formula box alone has tremendous potential. I offered two solutions to the problem.</p>
<p> </p>
<p></p>
<pre class="ipsCode">if b.id == 1; 500; else; 100; end;</pre>
<div></div>
<p></p>
<p> </p>
<p></p>
<pre class="ipsCode">b.id == 1 ? 500 : 100</pre>
<div></div>
<p></p>
<p> </p>
<p>Let us first look at exactly what they are doing. They both check a conditional statement, namely:</p>
<p> </p>
<p></p>
<pre class="ipsCode">b.id == 1</pre>
<div></div>
<p></p>
<p> </p>
<p>For the formula box in general a refers to the attacker or user and b refers to the defender or recipient, who may or may not be the same.</p>
<p> </p>
<p>Any way what we are checking is that the recipient's id is equal to 1. Please note that this example is about an item which should be usable on party members only and therefore b is always going to be an actor (party member in English). So essentially we are checking that the person who the item is being used on is first in the database (Eric by default).</p>
<p> </p>
<p>Now let's look at the rest of those lines.</p>
<p> </p>
<p></p>
<pre class="ipsCode">if b.id == 1; 500; else; 100; end;</pre>
<div></div>
<p></p>
<p> </p>
<p>If you've done any programming before you will recognise this as a standard if statement. If you're confused about the presence of the semi-colons then let me quickly explain that they are like a way of inserting a new line. Were we not restricted to a single line then we could have written it like this:</p>
<p> </p>
<p></p>
<pre class="ipsCode">if b.id == 1

500

else

100

end</pre>
<div></div>
<p></p>
<p> </p>
<p>So what this means is when the character id equals 1, heal 500HP otherwise heal 100HP. The other version achieves the same result but might be a little less clear if you are not overly familiar with ruby.</p>
<p> </p>
<p></p>
<pre class="ipsCode">b.id == 1 ? 500 : 100</pre>
<div></div>
<p></p>
<p> </p>
<p>It still has the conditional, it is still checking if the item is being used on Eric but the rest of the code you could say has been condensed. This effectively boils down to:</p>
<p> </p>
<p></p>
<pre class="ipsCode">condition ? true : false</pre>
<div></div>
<p></p>
<p> </p>
<p>The last thing two things I want to say before moving on are firstly that for more complicated situations you are probably better going the if statement route and the last thing is that while the formula box is pretty powerful you need to be aware that it is capped at a certain length (let's be grateful that we use a &amp; b and not attacker &amp; defender) and if there is an error in your formula the skill will just miss repeatedly rather than crash the game.</p>
<p> </p>
<p>Right so that concludes the explanation section of this tutorial. I personally find having a lot of examples to work from quite helpful so this next section is going to be a problem and solution section and hopefully one of them will be close enough to what you hope to achieve that you can adapt it.</p>
<p> </p>
<p><strong>Scenario</strong>: Half your party are demi-humans or robots and require different healing items than the rest of your party.</p>
<p> </p>
<p>There are some quite creative solutions to this problem but for the sake of this tutorial I want to keep is simple. So the solution I offer just checks the ids again.</p>
<p> </p>
<p></p>
<pre class="ipsCode">b.id==1 or b.id==3 or b.id==4 ? 500 : 0</pre>
<div></div>
<p></p>
<p> </p>
<p>A couple of things I would like to draw your attention to. I have omitted the spaces on both sides of == because when we're space conscious they are wasted characters. The other feature is the ors they act like you'd expect but be careful when using and because it has a bit more to it.</p>
<p> </p>
<p><strong>Scenario</strong>: One character's favourite food is peanut butter sandwiches but another character is allergic to peanuts.</p>
<p> </p>
<p>So the way I'm going to implement it is that Eric gets a bonus 100 health when he eat the sandwich but Natalie is afflicted by poison when she eats one.</p>
<p> </p>
<p></p>
<pre class="ipsCode">if b.id==1;200;elsif b.id==2;b.add_state(2);0;else;100;end;</pre>
<div></div>
<p></p>
<p> </p>
<p>So it was a bit more complicated this time so I went the route of the if statement, elsif is a way of checking another condition if the first one wasn't met. So let's just talk it through, if Eric gain 200HP, if Natalie add status number 2 (poison) otherwise restore 100HP.</p>
<p> </p>
<p><strong>Scenario</strong>: You have a thunder skill which doors more damage when outside, which you control with a switch</p>
<p> </p>
<p>This is just a switch example.</p>
<p> </p>
<p></p>
<pre class="ipsCode">$game_switches[x] ? 500 + a.mat * 4 - b.mdf * 2 :  200 + a.mat * 4 - b.mdf * 2</pre>
<div></div>
<p></p>
<p> </p>
<p>I've also included in it an example of how to include the default formula so you can see how to incorporate it.</p>
<p> </p>
<p><strong>Scenario</strong>: I have a skill whose power I want to control through a variable</p>
<p> </p>
<p>Easy enough. Here's how to do 10 times the value of the variable.</p>
<p> </p>
<p></p>
<pre class="ipsCode">$game_variables[x] * 10</pre>
<div></div>
<p></p>
<p> </p>
<p><strong>Scenario</strong>: I have a gamber and I want him to use dice skills e.g. he rolls two six sided dice, the skill does 100 times the combined number of the faces. It does double if he rolls a double and 10000 if he rolls snake eyes.</p>
<p> </p>
<p>This one has a lot in it so we'll look at it closely. We'll use the if method and then use the rand(x) method which returns a number from 0 to x-1 meaning we will add 1 to it to simulate dice. We will also need to create some local variables, I will use c &amp; d (DO NOT USE a &amp; <img src="http://forums.rpgmakerweb.com/public/style_emoticons/default/cool.png" alt="cool.png" />.</p>
<p> </p>
<p></p>
<pre class="ipsCode">c=1+rand(6);d=1+rand(6);if c==1 and d==1;10000;elsif c==d;c*400;else;(c+d)*100;end;</pre>
<div></div>
<p></p>
<p> </p>
<p>It's not perfect, I would quite like to know what he rolled rather than just seeing the damage. Don't worry the solution to this new problem will be shown in the next tutorial.</p>
<p> </p>
<p><strong>Scenario</strong>: We want a skill like White Wind (a final fantasy move which restores someone's current health).</p>
<p> </p>
<p>An easier one for once, we want the target's ( <img src="http://forums.rpgmakerweb.com/public/style_emoticons/default/cool.png" alt="cool.png" /> hp</p>
<p> </p>
<p></p>
<pre class="ipsCode">b.hp</pre>
<div></div>
<p></p>
<p> </p>
<p>Other parameters you can use:</p>
<p> </p>
<p>hp,mp,tp,mhp (Maximum Hit Points), mmp *Maximum Magic Points), atk,def,mat (Magic ATtack power),mdf,agi,luk</p>
<p> </p>
<p><strong>Scenario</strong>: What about demi?</p>
<p> </p>
<p>Demi was a move which took a quarter of your current health.</p>
<p> </p>
<p></p>
<pre class="ipsCode">b.hp / 4</pre>
<div></div>
<p></p>
<p> </p>
<p><strong>Scenario</strong>: I want a skill which uses someone else's stat e.g. my princess is bossing her guard around.</p>
<p> </p>
<p>This is easier than you think, as long as it's a particular character.</p>
<p> </p>
<p></p>
<pre class="ipsCode">$game_actors[1].atk * 4 - b.def * 2</pre>
<div></div>
<p></p>
<p> </p>
<p>Eric attack!</p>
<p> </p>
<p><strong>Scenario</strong>: I want a skill to do x</p>
<p> </p>
<p>Leave a comment and I will try my best to direct you.</p>
]]></description><guid isPermaLink="false">2340</guid><pubDate>Mon, 02 Apr 2012 23:17:51 +0000</pubDate></item><item><title>"Dialogue: A Way to Talk it Out With Style!"</title><link>https://www.rpgmakercentral.com/topic/40614-dialogue-a-way-to-talk-it-out-with-style/</link><description><![CDATA[
<p>So, before you guys smite me and hang me for how late this is, I gotta ask, "Is there such thing as a time frame?"</p>
<p> </p>
<p>Wait, who's talking? Who's being asked, what is going on?!</p>
<p> </p>
<p>Hey folks! Rez here with a continuation of character developing. This time, we'll be talking about dialogue, and using the character's personality within their words. For the sake of this example, I'll be using my gambler, Lek, and a demon named Anicor. I'll list the main aspects of their personality below.</p>
<p> </p>
<p><strong>Lek's Personality:</strong> Optimistic, Level-headed, Out going.</p>
<p> </p>
<p><strong>Anicor's Personality: </strong>Shy, Quirky, Energetic.</p>
<p> </p>
<p>When a character talks, they need to have a target person/thing they're talking to. You can't leave this open unless there's a continuation of the dialogue between two characters. For example.</p>
<p> </p>
<p>"Hi, bob," Jack said.</p>
<p>"Hello," Bob responded.</p>
<p>"How's your day?"</p>
<p>"Good."</p>
<p> </p>
<p>With the example above, the first two lines show who's talking. Leaving either of those open allow for utter confusion to set in. It could be thought that Jack continued without a response, or that somebody outside of his target was responding. Also, something else that wasn't in those lines was emotion. You <strong>must convey the character's feelings, whether it is based off of their current mood, feeling of the topic, or even their personality taking over.</strong> If you don't, your game, story, or other projects will be really dull, and most will look for a new game to play. Now, there is <em>one</em> exception, and I've seen few pull this off. You can have a monotone-talking person be the center of a joke or some plots, but don't have them be the main focus of your game. Voices in voice acting know this rule all too well, if present, and I'm sure you've heard/read monotone language before. Reading your sentence out loud to yourself is a good way to listen for emotion, and that's where syntax--structure of the sentence and overall flow, basically--takes place. Following this, one last thing I wish to point out here is word choice. Words also help reflect emotion and give a three dimensional aspect to characters. For example:</p>
<p> </p>
<p>"Hey, man. I just wanted to let you know how stoked I am for the game! I hope you remember how vivid your mom's determination was about you taking me. I'll be there around eight."</p>
<p> </p>
<p>Vivid is a hard word to use, but if pulled off correctly, it gives a great amount of emotion, in addition to giving a better structure to your sentence/line. Determination is an emotion in its own right. Stoked is another example of emotion that takes the place of the word excited. Adding variety keeps people interested in what they're reading.</p>
<p> </p>
<p>Now, the moment you folks might have already wanted me to get to... Interactions.</p>
<p> </p>
<p>"Lek, w-what's a flower?" Anicor hid herself behind Lek as she pointed at the rather strange flower in a pot.</p>
<p>"I didn't expect you to shiver at the sight of a fragile being. It's a plant, like grass. For the most part, they're harmless, but there are a few exceptions. Some of Scalvose's flowers, like the Phenostar and the Quiriblit, are quite harmful to some species of life," Lek moved away from Anicor, leaving her in "sight" of the flower. "Go on, touch it. It's a perfectly harmless dandelion."</p>
<p>"What if I'm a-allergic?" she slowly stepped forward, flinching as she quickly jabbed her finger into the flower's center. She withdrew it to find her finger covered in a yellow powder, which caused her to well up in fear and start hyperventilating.</p>
<p>"Calm down! It's just pollen!" Lek grabbed her, hugging her tightly to a chair for her to sit on. With Lek's help, she slowly regained a calm demeanor.</p>
<p>"What is this p-p-powdery stuff?" she sniffed at it, sneezing after a couple seconds passed.</p>
<p>"As I said, it's pollen. It's how flowers reproduce," Lek smiled, his eyes shining with enjoyment.</p>
<p> </p>
<p>With the example above, you can tell how Anicor is by nature, and how Lek responds to her actions and words. Anicor's nervous personality shines throughout the whole segment, and while Lek's mental opinions aren't stated, you can pick up a bit of it from his words and actions. You can also see how he feels about her, to an extent.</p>
<p> </p>
<p>This pretty much sums up this section of the tutorial. Part three will be focusing on relationships and external/internal factors on life, which will help shape the character into (possibly) somebody you can be yourself. (You'll understand what I mean... Don't worry!)</p>
]]></description><guid isPermaLink="false">40614</guid><pubDate>Wed, 03 May 2017 19:34:23 +0000</pubDate></item><item><title>How To Make RPG/JRPG Final Boss Theme</title><link>https://www.rpgmakercentral.com/topic/40345-how-to-make-rpgjrpg-final-boss-theme/</link><description><![CDATA[
<p>In this video, I give you the cheat codes for creating your own personalized final boss themes for your RPG game <img src="https://forums.rpgmakerweb.com/styles/default/xenforo/clear.png" title="Smile    :)" alt="clear.png" />. Feel free to ask any questions!</p>
<p> </p>
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/AUJhcj3p64s?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
]]></description><guid isPermaLink="false">40345</guid><pubDate>Sun, 19 Mar 2017 15:30:51 +0000</pubDate></item><item><title>Want doors to open and close?</title><link>https://www.rpgmakercentral.com/topic/12949-want-doors-to-open-and-close/</link><description><![CDATA[
<p>I have discovered a way to make a door open and close, so I have decided to share it with all of you.</p>
<p> </p>
<p>The simplist way to start it is to use the "quick event creation" option then selecting "door"</p>
<p> </p>
<p>Don't worry about setting the transfer unless you want to use it.</p>
<p> </p>
<p>After you have created the door event, right click or double click on it to open the event editor.</p>
<p> </p>
<p>The formula will appear as follows:</p>
<p>&gt;The first line will contain the sound effect. You may change it or delete it if you wish.</p>
<p>&gt;The second line will contain the move route for the door:</p>
<p style="margin-left:40px;">The order is:</p>
<p style="margin-left:40px;">turn left</p>
<p style="margin-left:40px;">wait 3 frames</p>
<p style="margin-left:40px;">turn right</p>
<p style="margin-left:40px;">wait 3 frames</p>
<p style="margin-left:40px;">turn up</p>
<p style="margin-left:40px;">through on</p>
<p>The line after that contains the player's move route. You will want to edit this as well. If the door that you are using is inside a building, all you would have to add to this is an additional 1 step forward. But if you are going for the effect of watching the door close before the player enters the building, then all you have to add is 'trasnparent on' to the player's move route.</p>
<p>*you can keep the transfer sound effect at this point if the desired effect is to enter a building</p>
<p>After you have set that as you want it, then you get to animate the door closing. This part took me a while to figure out.</p>
<p> </p>
<p>You will set the event's move route the opposite of the opening route:</p>
<p style="margin-left:40px;">The order is:</p>
<p style="margin-left:40px;">turn right</p>
<p style="margin-left:40px;">wait 3 frames</p>
<p style="margin-left:40px;">turn left</p>
<p style="margin-left:40px;">wait 3 frames</p>
<p style="margin-left:40px;">turn down</p>
<p style="margin-left:40px;">through off</p>
<p style="margin-left:40px;"> </p>
<p>If the player is entering a building, this is where you add the 'transfer player' option.</p>
<p> </p>
<p>And there you have it, a door that opens and closes</p>
<p> </p>
<p>If you need any more help with this then I will post a video of how to make this.</p>
<p> </p>
<p>Also, this can be used to make npc's open and close doors.</p>
<p> </p>
<p>Here are some pics:</p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_02_2013/post-14014-0-93778200-1361960882.png" data-fileid="3591" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_02_2013/post-14014-0-93778200-1361960882_thumb.png" data-fileid="3591" class="ipsImage ipsImage_thumbnailed" alt="post-14014-0-93778200-1361960882_thumb.png"></a></p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_02_2013/post-14014-0-04412900-1361960899.png" data-fileid="3592" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_02_2013/post-14014-0-04412900-1361960899_thumb.png" data-fileid="3592" class="ipsImage ipsImage_thumbnailed" alt="post-14014-0-04412900-1361960899_thumb.png"></a></p>
]]></description><guid isPermaLink="false">12949</guid><pubDate>Tue, 26 Feb 2013 02:23:50 +0000</pubDate></item><item><title>External tools for RPG Maker development...?</title><link>https://www.rpgmakercentral.com/topic/40298-external-tools-for-rpg-maker-development/</link><description><![CDATA[
<p>Hello all,</p>
<p> </p>
<p>I have been reading the forums for many months actually years now and finally feel comfortable participating and maybe even offering something of value.</p>
<p> </p>
<p>I have a few external tools that I'm running that help me personally with development. However, before i share i want to make sure including things like VBA code for excel or notepad++ macros are allowed. I could and should post just the code allowing people to see it first. </p>
<p> </p>
<p>Regards.</p>
]]></description><guid isPermaLink="false">40298</guid><pubDate>Fri, 10 Mar 2017 03:22:23 +0000</pubDate></item><item><title>Luck based Lock picking</title><link>https://www.rpgmakercentral.com/topic/39881-luck-based-lock-picking/</link><description><![CDATA[
<p>Hello All... This is actually my first post here, but I have been using RM's for a while now. I am currently using RMVXA and have found a way to do a common event for lock picking using the character's luck level in game, whether or not the character has the lock picking skill, and whether or not the character has lock picks in his/her inventory. I have written it down, but will also include screenshots for whether the game data values for luck is kept within the engine. I am also going to attach a PDF of what the common event should look like when completed.</p>
<p>Also with this post, I am making the assumption that you as the reader are already familiar with conditional branches.</p>
<p><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-61200700-1481222685.jpg" data-fileid="17106" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-61200700-1481222685_thumb.jpg" data-fileid="17106" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-61200700-1481222685_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-00346500-1481222688.jpg" data-fileid="17107" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-00346500-1481222688_thumb.jpg" data-fileid="17107" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-00346500-1481222688_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-40028900-1481222690.jpg" data-fileid="17108" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-40028900-1481222690_thumb.jpg" data-fileid="17108" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-40028900-1481222690_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-65722700-1481222692.jpg" data-fileid="17109" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-65722700-1481222692_thumb.jpg" data-fileid="17109" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-65722700-1481222692_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-95010100-1481222694.jpg" data-fileid="17110" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-95010100-1481222694_thumb.jpg" data-fileid="17110" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-95010100-1481222694_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-36362800-1481222697.jpg" data-fileid="17111" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-36362800-1481222697_thumb.jpg" data-fileid="17111" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-36362800-1481222697_thumb.jpg"></a><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-99335200-1481222699.jpg" data-fileid="17112" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-99335200-1481222699_thumb.jpg" data-fileid="17112" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-99335200-1481222699_thumb.jpg"></a><a href="https://www.rpgmakercentral.com/applications/core/interface/file/attachment.php?id=17105" data-fileid="17105" rel="">Lock Picking RMVXA.pdf</a></p>
<div><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-61200700-1481222685.jpg" data-fileid="17106" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_12_2016/post-68342-0-61200700-1481222685_thumb.jpg" data-fileid="17106" class="ipsImage ipsImage_thumbnailed" alt="post-68342-0-61200700-1481222685_thumb.jpg"></a></div>
<p> </p>
]]></description><guid isPermaLink="false">39881</guid><pubDate>Thu, 08 Dec 2016 18:45:58 +0000</pubDate></item><item><title>Northbridge Save Manager SDK</title><link>https://www.rpgmakercentral.com/topic/37592-northbridge-save-manager-sdk/</link><description><![CDATA[
<p>You can download it here(free or pay what you want): <a href="https://gumroad.com/l/NorthbridgeSMSDK" rel="external nofollow">https://gumroad.com/l/NorthbridgeSMSDK</a></p>
<p>itch.io mirror: <a href="https://aceofaces.itch.io/northbridge-save-manager-sdk" rel="external nofollow">https://aceofaces.itch.io/northbridge-save-manager-sdk</a></p>
<p>Github Link: <a href="https://github.com/acemod13/Northbridge-SaveManager" rel="external nofollow">https://github.com/acemod13/Northbridge-SaveManager</a></p>
<p> </p>
<p>This launcher program enables developers to add additional user friendly features (Import, Export, Backup and Restore Save Files) in a simple and seamless way. While the tool was designed for RPG Maker VX Ace games, developers can take the source code and adjust it so it can work for their engine of their choice.</p>
<p> </p>
<p>FAQ:</p>
<p>Q: Do I have to modify the game's executable?</p>
<p>A: No. All you have to do is to drop the executable to the root folder of the game. It is completely standalone. It works like <a href="http://forums.rpgmakerweb.com/index.php?/topic/44969-rpg-maker-game-launcher/" rel="external nofollow">Dekita's Game Launcher</a> with the difference in the purpose.</p>
<p> </p>
<p>Q: Will it work on RMXP or older?</p>
<p>A: With a few modifications to the executable's source code (available on the package, in case you need it) it should work.</p>
<p> </p>
<p>Q: I can't set it up for my game. Can I ask you for help?</p>
<p>A: Sure. PM me when you need help.</p>
]]></description><guid isPermaLink="false">37592</guid><pubDate>Sun, 06 Mar 2016 14:07:07 +0000</pubDate></item><item><title>Call the airship with an Item</title><link>https://www.rpgmakercentral.com/topic/11965-call-the-airship-with-an-item/</link><description><![CDATA[
<p>This event is best placed on a World Map.  This event requires three things:  an item the player can select, a common event that the item calls and a event on the map that provides information.</p>
<p> </p>
<p>On the map create an event.  Make the trigger Parallel Process. The first event command will be Control Variable.  Set the first Control Variable to the Map ID.  This stores the information about what map the character is on, in this case the world map.  Now set a second Control Variable, equal to the Player's Map X.  The third Control Variable will be set to the Player's Map Y.  These two determine the player's exact position on the map.</p>
<p> </p>
<p>Now go and create a common event in the database.  Set a message like: "Call the airship?"  Next give a choice, Yes or No, with the Show Choice Command.  Leave the No branch alone.  Under the Yes branch choose the command, Set Vehicle Location.  Set designation with variables, then choose the three variables you made earlier (Map ID, Player X and Player Y).</p>
<p> </p>
<p>Lastly set up an Item.  It can be whatever you want.  Make sure that the price is 0, consume is on No, scope is set to None and that it can only be used from the menu.  Under Effects, choose Common event and select the common event you made.</p>
<p> </p>
<p>When the player uses the item, it will call the common event that asks to call the airship.  If they say yes it will be set to the player's position on the map.  Tada!  You called the airship!</p>
<p> </p>
<p>Note:  In the common event, after you made the Set Vehicle Location command, you can force the player to get on the vehicle with the Get on/off Vehicle command.  </p>
]]></description><guid isPermaLink="false">11965</guid><pubDate>Sun, 27 Jan 2013 20:10:52 +0000</pubDate></item></channel></rss>
