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Found 2 results

  1. Wow it's been an long time hasn't it? To keep this short I've been away because I have been working on my game's "canon" story, which is around 33,000 words so far. So yeah, been an while. X3 I actually had to bite my lip to post this, since I'm rebooting my game's beta I want to add 2 things to it that I can't really do on my own. First thing is probably the hardest. A staircase that spirals downwards, spinning as you descend it. Basically I wanted something like this. However I know doing that in VX Ace might be nearly impossible, if so what would be the best second thing? An staircase that just has you walking downward on an flat surface is just blah. The second thing I wanted to do is, well simply put footsteps. You know, the sound of walking over grass, water, snow. I have spent about an hour looking into this so I know it'll need an script. However I can not for the life of me find the bloody sounds. XD I saw an couple scripts, OK just one but it said in the tut video (the type of tut where there's music over the entire tut parts) that you need an sound of just an single step, not multiple. So I'm also asking if anybody knows where I could find the sound effects for when you walk over different surfaces, and an script that'll make it easy. If not just the sound effects would be fine. Thanks in advance! ^^ P.S What would be best for an dream landscapes? Just asking.
  2. ihartrpgs

    Footstep Sounds

    Footstep Sounds with Region ID Tutorial on Footstep Sounds with Terrain Tag here. 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. 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). 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. 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. Now switch back to the event tab. Create a new event and have the trigger be parallel process. The first thing we need to do is set up the Player's X and Y. To do this, just create two variables called Player X and Player Y. Now, set the variable Player X to Player's Map X in the Game Data area. Do the same exact thing with Player Y, except have it go to Player's Map Y. This is how the event should look so far: Next we are going to set up the region ID. 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 Get Location Info... and click on that. Create a new variable called Player Region ID. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y. 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. This is how the event should look so far: 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. You will do the same exact thing in the conditional branch where the player region ID is equal to 2. 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. 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. In the region 2 conditional branch, I used the "blow6" SE since that was the closest I could find to a carpet sound. Here is what the finished event should look like: And that is how you create an evented footstep sound. You can add as many region ID's as you'd like and can turn it on or off on any map.
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