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''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''	
*Jumping [#b5d135db]
''Let’s set it up so that your player cast can jump by pressing a button.''
''Jumping can make gameplay more fun, but it can also make game development more complex.''

**Enabling Jumping [#k77c3098]
''To make jumping work, you first need to assign a jump button.''
Go to Game Definition > [[Move and Operate]], and click the “Key/Button Assignments” button to open the control settings dialog.
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"Click the cell in the “Assignment 1” column under ‘Function’ > “WALK - JUMP” on your game controller or keyboard, and press the key or button you want to use as the jump button.
Then click the OK button to close the dialog box."
#ref(./Jumping_2.jpg,40%)
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''Once the jump button is set, you’ll need to allow jumping on Map_3 by modifying the event that handles entering the cave.''
From the [[Map List Palette]], select Map_2.

After converting the Event Template placed at the cave entrance into a Custom Event, click the “+” button located at the very bottom of the “Brighten/Darken Screen” panel.
From the Command Selector, add the “Switches” category > “Enable/Disable Jump” panel to allow jumping.
#ref(./Jumping_3.jpg,40%)
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Place the starting point in front of the cave entrance on Map_2, and run a test play.
Once inside the cave, try pressing the button you assigned. Were you able to jump?

**Opening the Labyrinth Door [#k5bf21ee]
''Now that you can open the treasure chest, let's create an event for the door at the cave's exit.''

***Open the Door When the Condition Is Met [#o7ad7f93]
''Let’s make the door open once all five treasure chests have been opened.''
Using the “Number of Opened Chests” variable you created on the [[Using Variables:https://rpgbakin.com/pukiwiki_en/?Use+variables+%28Beginner+Tutorial%29]] page, check if it has reached "5". When it does, the labyrinth door will open, and the player can proceed to the map where the boss is located.

''First, use the [[Map List Palette]] to create the map where the boss will appear. (We’ll name it "Boss Map".)''
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''Once you've created the boss map, return to Map_3 in the [[Map List Palette]] and double-click the dungeon door placed on the map.''
The Event Conversion Dialog will appear — simply press OK while staying on the Custom Event tab.
This will open the Event Editor with the labyrinth door already assigned as the event graphic.
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''Set the event name to: Labyrinth Door.''
The first sheet is to display the door even when the condition is not met, so we’ll leave it unchanged.
Let’s just name this sheet “Closed State”.
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''Next, create a new event sheet for opening the door when the required number of enemies is defeated.''
In the Sheet List, add a new sheet and name it “Door Opens”.
Set the Sheet Condition to “Variable Box”, and specify that the variable Number of Opened Chests is equal to "5".
Set the Event Trigger to: Automatically Start (Only Once in Parallel).
From the Command Selector, go to the Events category and add the Change Event Motion panel.
#ref(./Jumping_7.jpg,40%)
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''Open the Asset Picker by clicking the Reference button, select “Ready toUse” tab > 3D Stamps > reserved > For Event Templates > Labyrinth Door, double-click it, and select “Open” from the motion list.''
Click Add and Exit to close the Asset Picker.
#ref(./Jumping_8.jpg,40%)
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''Next, from the Command Selector, go to the Switch category and add the Event Switch On/Off panel.''
Click the Event Switch Number field to open the Select Variable Box dialog. Go to the Local tab and click the Add button.
Click the name field for the newly added Local0, and rename it to: ''“Door Opened”''.
#ref(./Jumping_9.jpg,40%)
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''Now, let’s create a sheet to handle the map transition.''
In the Sheet List, add a new sheet and name it “Map Transition”.
Set the Sheet Condition to “Event Switch”, and select “Door Opened” from the Local tab.

Under “Change Elements During Sheet Execution,” enable “Custom Collide Range” and set the ‘X’ value in “Collide Range” to “3.”

Set the Event Trigger to: ''When Player Makes Contact with Event''.

''Then, use the Command Selector to add the following panels in order from top to bottom:''
From the Screen Effects category: add the Brighten/Darken Screen panel.→ Darken over 0.5 seconds, and wait until complete.
From the Sounds category: add the Play Sound Effect panel.→ Specify "SE_Move_01".
From the Player category: add the Teleport Player panel.→ Destination: Boss Map, with coordinates X = 12.5, Y = 3.0, Z = 24.5.
From the Screen Effects category: add another Brighten/Darken Screen panel.→ Brighten over 0.5 seconds, and wait until complete.
#ref(./Jumping_10.jpg,40%)
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''Finally, test your game to make sure the door opens once all five treasure chests have been opened.''

**Disabling Jumping [#j37c8612]
''Jumping can be fun, but from a game design perspective, it often brings unexpected complications.''
One common issue is when the player jumps into areas of the map where they aren't supposed to go.
While it’s tempting to include jumping as a feature, it’s something that should be used carefully and deliberately.

''For this reason, we’ll disable jumping in all maps except this one.''
Double-click the “Labyrinth Door” event to open the Event Editor.
At the beginning of the Map Transfer sheet, add a panel by selecting Switches > Enable/Disable Jump from the Command Selector, and set it to Disable Jumping.
#ref(./Jumping_11.jpg,40%)
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-''Jump height''
You can adjust the jump height by going to Game Definition > [[Move and Operate]] and changing the Jump Strength.
Try setting it to something like “10” and see what happens!

-''Map rendering settings''
Up to this point, the map rendering settings were intentionally left on “Daytime” for demonstration purposes.
Now, go to [[Map Settings Palette]] > Rendering Settings and change it to “Dungeon 1.”

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When you test play the map, the screen may appear slightly blurry.
In [[Map Settings Palette]] > Rendering Settings, try adjusting the “DOF” settings for “Dungeon 1” by setting the Focal Point to 10 and the Focal Range to 30.
#ref(./Jumping_12.jpg,40%)
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-''Point light''
You can also place a point light above the treasure chest to make its location easier to notice.
Feel free to customize and build out the map however you like.
#ref(./Jumping_13.jpg,40%)
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''Next, we’ll head to the boss room—and try changing the camera perspective.''
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''&size(16){Next: [[Switching the Camera:https://rpgbakin.com/pukiwiki_en/?Switching+the+Camera+%28Beginner+Tutorial%29]]};''
''&size(16){Previous: [[Use variables:https://rpgbakin.com/pukiwiki_en/?Use+variables+%28Beginner+Tutorial%29]]};''
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''[[Beginner Tutorial INDEX:https://rpgbakin.com/pukiwiki_en/?RPG+Developer+Bakin+Beginner+Tutorial]]>>''

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