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*Creation Tips [#n05590dd]
This page contains creation tips to achieve a variety of ...
#Contents
----
*What to Do When the Game is Running Slow [#l3d45d5e]
If you experience performance problems, such as slow or j...
***Review Collision (Collision Detection) [#e5fef618]
Collisions are a factor that has a significant impact on ...
First, "event" collisions take much longer to process tha...
The size of the collision and the complexity of the shape...
Therefore, please try to take the following measures;
-Replace anything that does not need to be an "event" wit...
-- If you are placing many transparent events with only c...
''&color(red){(!)};'' We are considering modifying the "I...
---Create a stamp with a graphic "None" selected in Resou...
---Create a terrain with "Traversable" specified as NO in...
Note that if the "Overwrite Non-Traversable Terrain" prop...
-Change the "object" collision to a simple one.
--Change the simple collision setting specified as "Mesh"...
Many of the 3D stamps included when you create a new proj...
These are assigned with a simple collision model created ...
In that case, change the collision to a simple one such a...
#br
You can also create a model for collision that combines s...
The created model should be assigned after turning on "Ac...
-Delete collision of "objects" placed at locations where ...
For example, "trees" in a landscape with inaccessible for...
In these areas, prepare and place "objects" that have no ...
An "object" without collision can be created by turning o...
Please note that in some cases, the specifications of the...
----
*Make Player Invisible [#b473b26f]
In the "Dungeon RPG Sample," to hide the player when in f...
-In the "Dungeon RPG Sample," look at "Ken" in Database >...
-Next, go to Resources > 2D Stamps and look at DungeonPla...
-This stamp with no graphic specification and only a subg...
Place this stamp on the map as an event and turn off the ...
Then, after the boss is defeated, the subgraphics are tur...
----
*Grid Movement [#p9aa4033]
Grid unit movement (movement in units of terrain squares)...
-Please refer to the "Grid Move" event on the Common Even...
-Walking speed can be changed using the "Change Player Mo...
-In the event, the player operation is disabled, and the ...
----
*Introduce the Concept of "Front Row/Back Row" to the Par...
In the battles of the "Dungeon RPG Sample," the concept o...
** Specify the Positions of Allied Party Members in the B...
You can specify the placement of allies and enemies durin...
#br
#ref(./BattleLayout_DRPGSample.png,70%)
#br
** Specify Attack Range [#pb519225]
To introduce the concept of attack range into battles, fi...
For the difference between "Line" and "Distance", see Gam...
Next, you need to specify the attack range of the weapon ...
The Front/Back indications that appear above the members ...
----
*Damage Indication [#c7ac0781]
In battle scenes in the "Dungeon RPG Sample," damage valu...
This is accomplished by placing parts with the special co...
----
*Rearrange the Party Members [#yb204fa2]
When the concept of front/back rows is introduced into ba...
#br
**Enable the Battle Command "Swap Places" [#g726711b]
To display the rearrange order command during battle, cre...
#br
**Enable Automatic Rearranging by "Status" [#ye138347]
To automatically send members to the back row depending o...
#br
And which state to move to the back is specified in the B...
----
* Switching Battle Backgrounds [#s8a400e9]
In the "Dungeon RPG Sample," the background 2D graphics a...
First, place an event for background graphics on the "Dun...
Then, at the event where the battle occurs, the backgroun...
----
*Narrowing Down the Entries to be Displayed on the Layout...
In the "Dungeon RPG Sample," each menu corresponding to t...
#br
**Database Management Tags [#s9f73563]
You can freely set tags with a "#" in the Management Tags...
#br
**Narrowing by Tags in the Layout Tool [#s11eb14e]
Use the Layout Tool to specify which of the tagged entrie...
#br
**Display in the "Picture Book" Screen [#tbb6bb3c]
Please note that picture books will not be displayed unle...
#br
The Dungeon RPG sample's picture book, or Monsters in the...
----
* Enhancement Items [#b5280f70]
In the "Dungeon RPG Sample," events occur where enhanced ...
** Specify as Enhanceable Items [#i317aa54]
If you want to make an item enhanceable, remember to firs...
**Enhancement Using "Custom Event" on Items [#q4cef2de]
For items from treasure chests, we have set up an item en...
** Enhancing Using Enhancement Item Selection Screen and ...
The item enhancement event on the B1 map is achieved by a...
Also, in the layout properties "Variable Specification," ...
- You can specify which abilities of the item will be enh...
Please refer to sample events in the Common Events sectio...
''(Caution)''
Each enhanced item is treated as a different type of item.
The capacity of the Inventory, which can be set in Game D...
In other words, each enhanced item is counted as "one typ...
----
*Mini Map [#s0b8f6de]
A mini map with auto-mapping is displayed on the screen. ...
**Display Mini Map [#vec244fb]
The mini map can be displayed simply by specifying the sp...
**Setting the Contents of the Mini Map Display [#m8ebb815]
- The color of the mini map to indicate where the area is...
- Whether or not the player icon on the mini map is rotat...
- The setting of whether or not to be able to walk on the...
- You can specify how much of the map to display on the m...
**Setting Icons on Mini Map [#wbb96aeb]
- The icons for doors and treasure chests on the mini map...
- The event sheet specifies where to display the images s...
Please see the door event in the sample game. The image i...
----
*Footstep Settings [#z219759e]
Footsteps can be sounded when the player walks on the ter...
**Footstep Settings for Terrain [#fe31f6cd]
Footsteps can be set in "Sound Effects" under Resources >...
**Footstep Settings for Objects [#e956310c]
Footsteps when walking on an object can be sounded by ass...
Specify the terrain in the "Terrain Assignment" property ...
The "Sound Effects" set for "Terrain" will be applied.
-This setting is also valid when an object is evented.
-You can also apply the "state" changes assigned to "terr...
This can be used, for example, to make the player "poison...
//---The Physics Settings allow you to change the terrain...
//This can be used to create different footstep sounds wi...
**Footstep Volume and Playback Speed Adjustment [#k3e9f7ea]
There are settings for footstep volume and footstep playb...
It can also be changed using the "Change Footstep Setting...
If you want to adjust the volume of individual footsteps,...
----
*Run up to the Enemy and Attack [#p5c184bc]
Actions such as running up to a monster and slashing at i...
- First, create a new battle event on the [[Common Event ...
Set up the following events on each sheet.
-- "Run up" sheet
---"When Command is Decided" to determine what the party ...
---If an "attack" is to be made, the number of the target...
---The attacking cast should be the operation target, and...
---Walk the cast towards the coordinates of the monster.
---Finally, turn on the "Ran up to" event switch.
-- "Return" sheet
---If the event switch indicating rushing is on at "At th...
---The cast walks toward the coordinates of where they ar...
---Finally, turn off the "Ran up to" event switch.
-''[Key Points]''
-- If you are using a pre-1.4.x version of the battle scr...
''&color(red){If you have made any modifications to yo...
[[Map Editor Menu Bar:https://rpgbakin.com/pukiwiki_en...
If you have made modifications, please merge them int...
-- "Make Event Walk to Specified Coordinates" panel setti...
--- For "Orientation at the End of Move", turn on "Face S...
--- Checking the "Keep Current Motion" checkbox will avoi...
Please refer to the images below for event details.
#ref(./RunuptotheEnemyandAttack_Runup.png,80%)
#ref(./RunuptotheEnemyandAttack_Return.png,80%)
----
*Continuous Damage Indication [#wa819449]
Actions that deal continuous damage in a single skill att...
- First, create a new common event on the [[Common Event ...
-- Use the "Obtain Battle Information" panel to obtain th...
-- Then repeat using the "Recover/Reduce Battle Cast's HP...
- Specify the configured event in "Common Event to be Cal...
-''[Key Points]''
-- After the damage dealt by this event is displayed, the...
-- If you wish to match the damage indication timing of t...
Please refer to the images below for event detail.
#ref(./ContinuousDamage.png,80%)
----
*Level Cap Release Event [#wb954e0a]
You can specify a maximum level for casts and classes and...
The [[Change Cast Status:https://rpgbakin.com/pukiwiki_en...
-First, specify the maximum level.
--Specify the maximum level in the game at Game Definitio...
--Specify the maximum level of the cast in Database > Cas...
-Next, create an event to release the level cap.
--In the "Change Cast Status" panel, obtain the "Max Leve...
It's a good idea to specify events at game milestones, su...
For example, the following can be achieved:
- The maximum level for the entire game is 99.
- The maximum level of Cast A at the start of the game is...
- At the end of the first chapter, the maximum level will...
#ref(./Change_MaxLv.png,80%)
----
*Sway Grass Models Growing Out of the Ground [#vec24090]
Shaders such as a_n_wind_discard, a_n_rm_wind_discard, an...
Please refer to the material sb_obj_nature002_Grass01a (s...
-In Resources > Materials > Shader, select the above shad...
-However, even if this is turned on, the Y axis may not b...
Please make sure that the following settings are specifie...
+Specify the "origin" as the root when creating the model.
+Check the "Transform > Apply Transform" setting box when...
----
*Cutscene when Activating a Skill [#w0ee7f8c]
By specifying the following settings, a cut scene with sp...
#ref(./Skill_Cutscene.png,30%)
- Create a sprite with the Sprite Tool
- Create an event for a cutscene in Common Events
Event start condition is "No Trigger".
Assign the sprite you just created using the "Display Emo...
Specify the display position and check the "Wait to Compl...
- Create a skill in the Database.
- In Database > [[Skills]] > Basic Tab > Skills Abilities...
- Turn on "Activate after Completion of Common Event" in ...
#br
Note that if "Wait to Complete" in the "Display Emoticon"...
End:
*Creation Tips [#n05590dd]
This page contains creation tips to achieve a variety of ...
#Contents
----
*What to Do When the Game is Running Slow [#l3d45d5e]
If you experience performance problems, such as slow or j...
***Review Collision (Collision Detection) [#e5fef618]
Collisions are a factor that has a significant impact on ...
First, "event" collisions take much longer to process tha...
The size of the collision and the complexity of the shape...
Therefore, please try to take the following measures;
-Replace anything that does not need to be an "event" wit...
-- If you are placing many transparent events with only c...
''&color(red){(!)};'' We are considering modifying the "I...
---Create a stamp with a graphic "None" selected in Resou...
---Create a terrain with "Traversable" specified as NO in...
Note that if the "Overwrite Non-Traversable Terrain" prop...
-Change the "object" collision to a simple one.
--Change the simple collision setting specified as "Mesh"...
Many of the 3D stamps included when you create a new proj...
These are assigned with a simple collision model created ...
In that case, change the collision to a simple one such a...
#br
You can also create a model for collision that combines s...
The created model should be assigned after turning on "Ac...
-Delete collision of "objects" placed at locations where ...
For example, "trees" in a landscape with inaccessible for...
In these areas, prepare and place "objects" that have no ...
An "object" without collision can be created by turning o...
Please note that in some cases, the specifications of the...
----
*Make Player Invisible [#b473b26f]
In the "Dungeon RPG Sample," to hide the player when in f...
-In the "Dungeon RPG Sample," look at "Ken" in Database >...
-Next, go to Resources > 2D Stamps and look at DungeonPla...
-This stamp with no graphic specification and only a subg...
Place this stamp on the map as an event and turn off the ...
Then, after the boss is defeated, the subgraphics are tur...
----
*Grid Movement [#p9aa4033]
Grid unit movement (movement in units of terrain squares)...
-Please refer to the "Grid Move" event on the Common Even...
-Walking speed can be changed using the "Change Player Mo...
-In the event, the player operation is disabled, and the ...
----
*Introduce the Concept of "Front Row/Back Row" to the Par...
In the battles of the "Dungeon RPG Sample," the concept o...
** Specify the Positions of Allied Party Members in the B...
You can specify the placement of allies and enemies durin...
#br
#ref(./BattleLayout_DRPGSample.png,70%)
#br
** Specify Attack Range [#pb519225]
To introduce the concept of attack range into battles, fi...
For the difference between "Line" and "Distance", see Gam...
Next, you need to specify the attack range of the weapon ...
The Front/Back indications that appear above the members ...
----
*Damage Indication [#c7ac0781]
In battle scenes in the "Dungeon RPG Sample," damage valu...
This is accomplished by placing parts with the special co...
----
*Rearrange the Party Members [#yb204fa2]
When the concept of front/back rows is introduced into ba...
#br
**Enable the Battle Command "Swap Places" [#g726711b]
To display the rearrange order command during battle, cre...
#br
**Enable Automatic Rearranging by "Status" [#ye138347]
To automatically send members to the back row depending o...
#br
And which state to move to the back is specified in the B...
----
* Switching Battle Backgrounds [#s8a400e9]
In the "Dungeon RPG Sample," the background 2D graphics a...
First, place an event for background graphics on the "Dun...
Then, at the event where the battle occurs, the backgroun...
----
*Narrowing Down the Entries to be Displayed on the Layout...
In the "Dungeon RPG Sample," each menu corresponding to t...
#br
**Database Management Tags [#s9f73563]
You can freely set tags with a "#" in the Management Tags...
#br
**Narrowing by Tags in the Layout Tool [#s11eb14e]
Use the Layout Tool to specify which of the tagged entrie...
#br
**Display in the "Picture Book" Screen [#tbb6bb3c]
Please note that picture books will not be displayed unle...
#br
The Dungeon RPG sample's picture book, or Monsters in the...
----
* Enhancement Items [#b5280f70]
In the "Dungeon RPG Sample," events occur where enhanced ...
** Specify as Enhanceable Items [#i317aa54]
If you want to make an item enhanceable, remember to firs...
**Enhancement Using "Custom Event" on Items [#q4cef2de]
For items from treasure chests, we have set up an item en...
** Enhancing Using Enhancement Item Selection Screen and ...
The item enhancement event on the B1 map is achieved by a...
Also, in the layout properties "Variable Specification," ...
- You can specify which abilities of the item will be enh...
Please refer to sample events in the Common Events sectio...
''(Caution)''
Each enhanced item is treated as a different type of item.
The capacity of the Inventory, which can be set in Game D...
In other words, each enhanced item is counted as "one typ...
----
*Mini Map [#s0b8f6de]
A mini map with auto-mapping is displayed on the screen. ...
**Display Mini Map [#vec244fb]
The mini map can be displayed simply by specifying the sp...
**Setting the Contents of the Mini Map Display [#m8ebb815]
- The color of the mini map to indicate where the area is...
- Whether or not the player icon on the mini map is rotat...
- The setting of whether or not to be able to walk on the...
- You can specify how much of the map to display on the m...
**Setting Icons on Mini Map [#wbb96aeb]
- The icons for doors and treasure chests on the mini map...
- The event sheet specifies where to display the images s...
Please see the door event in the sample game. The image i...
----
*Footstep Settings [#z219759e]
Footsteps can be sounded when the player walks on the ter...
**Footstep Settings for Terrain [#fe31f6cd]
Footsteps can be set in "Sound Effects" under Resources >...
**Footstep Settings for Objects [#e956310c]
Footsteps when walking on an object can be sounded by ass...
Specify the terrain in the "Terrain Assignment" property ...
The "Sound Effects" set for "Terrain" will be applied.
-This setting is also valid when an object is evented.
-You can also apply the "state" changes assigned to "terr...
This can be used, for example, to make the player "poison...
//---The Physics Settings allow you to change the terrain...
//This can be used to create different footstep sounds wi...
**Footstep Volume and Playback Speed Adjustment [#k3e9f7ea]
There are settings for footstep volume and footstep playb...
It can also be changed using the "Change Footstep Setting...
If you want to adjust the volume of individual footsteps,...
----
*Run up to the Enemy and Attack [#p5c184bc]
Actions such as running up to a monster and slashing at i...
- First, create a new battle event on the [[Common Event ...
Set up the following events on each sheet.
-- "Run up" sheet
---"When Command is Decided" to determine what the party ...
---If an "attack" is to be made, the number of the target...
---The attacking cast should be the operation target, and...
---Walk the cast towards the coordinates of the monster.
---Finally, turn on the "Ran up to" event switch.
-- "Return" sheet
---If the event switch indicating rushing is on at "At th...
---The cast walks toward the coordinates of where they ar...
---Finally, turn off the "Ran up to" event switch.
-''[Key Points]''
-- If you are using a pre-1.4.x version of the battle scr...
''&color(red){If you have made any modifications to yo...
[[Map Editor Menu Bar:https://rpgbakin.com/pukiwiki_en...
If you have made modifications, please merge them int...
-- "Make Event Walk to Specified Coordinates" panel setti...
--- For "Orientation at the End of Move", turn on "Face S...
--- Checking the "Keep Current Motion" checkbox will avoi...
Please refer to the images below for event details.
#ref(./RunuptotheEnemyandAttack_Runup.png,80%)
#ref(./RunuptotheEnemyandAttack_Return.png,80%)
----
*Continuous Damage Indication [#wa819449]
Actions that deal continuous damage in a single skill att...
- First, create a new common event on the [[Common Event ...
-- Use the "Obtain Battle Information" panel to obtain th...
-- Then repeat using the "Recover/Reduce Battle Cast's HP...
- Specify the configured event in "Common Event to be Cal...
-''[Key Points]''
-- After the damage dealt by this event is displayed, the...
-- If you wish to match the damage indication timing of t...
Please refer to the images below for event detail.
#ref(./ContinuousDamage.png,80%)
----
*Level Cap Release Event [#wb954e0a]
You can specify a maximum level for casts and classes and...
The [[Change Cast Status:https://rpgbakin.com/pukiwiki_en...
-First, specify the maximum level.
--Specify the maximum level in the game at Game Definitio...
--Specify the maximum level of the cast in Database > Cas...
-Next, create an event to release the level cap.
--In the "Change Cast Status" panel, obtain the "Max Leve...
It's a good idea to specify events at game milestones, su...
For example, the following can be achieved:
- The maximum level for the entire game is 99.
- The maximum level of Cast A at the start of the game is...
- At the end of the first chapter, the maximum level will...
#ref(./Change_MaxLv.png,80%)
----
*Sway Grass Models Growing Out of the Ground [#vec24090]
Shaders such as a_n_wind_discard, a_n_rm_wind_discard, an...
Please refer to the material sb_obj_nature002_Grass01a (s...
-In Resources > Materials > Shader, select the above shad...
-However, even if this is turned on, the Y axis may not b...
Please make sure that the following settings are specifie...
+Specify the "origin" as the root when creating the model.
+Check the "Transform > Apply Transform" setting box when...
----
*Cutscene when Activating a Skill [#w0ee7f8c]
By specifying the following settings, a cut scene with sp...
#ref(./Skill_Cutscene.png,30%)
- Create a sprite with the Sprite Tool
- Create an event for a cutscene in Common Events
Event start condition is "No Trigger".
Assign the sprite you just created using the "Display Emo...
Specify the display position and check the "Wait to Compl...
- Create a skill in the Database.
- In Database > [[Skills]] > Basic Tab > Skills Abilities...
- Turn on "Activate after Completion of Common Event" in ...
#br
Note that if "Wait to Complete" in the "Display Emoticon"...
Page: