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> *!Official RPG Maker and Game Maker FAQ!*, Ask Questions, Get Answers
Haffrage
post Dec 4 2002, 07:29 PM
Post #1



Emerging Ice Warrior
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Group: New Members
Posts: 1845
Joined: 29-July 01
Member No.: 27

    Proto



Here's how it works: You can either ask a question, or answer one. NOTHING in between, except maybe a polite "Thank you."
To answer a question, here's what you do:
1. Hit the "Quote" button in the top of the post you are going to answer
2. Answer it
It's that easy. Why do we have people quote the question? Easy! That way people can very easily find out who's answering who, and even answer a question before the member posts it. Ask away!


Updated September 1, 2004

Official RPG Maker FAQ
Thanks go to Twin Matrix for creating this FAQ

Q: How do I make Charasets and other images?
A: Get yourself a drawing program like MS Paint. I prefer Idraw. If you want to draw Charsets, you'll have to have a template. There is one here. But if you are drawing Charasets, use IDRAW! It is very easy to get the background as Transparent Color with it. Download it here. Idraw works for almost everything if you want to make the background transparent (Except RPGMaker XP).

Q: How do I make teleport events with RM2k3 and RM2?
A: For RM2k3, right-click on the map and select Create Teleport Event. For RM2000 you create a new event. Then select Teleport from the events window and continue. You can select the place that you want as target location for the teleportation.

Q: How exactly do you make a Teleport Event for RPGMaker XP?
A: First create a new event. Now select Prepare Transition from the Event Commands menu. Now select Teleport, choose the destination and set Fading to None. After this select Excecute Transition from the Event Commands menu. This will show a complete Teleport with Transition and all.


Q: Why won't RPGMaker (2000/2K3) load my images?
A: You need to have it Indexed Color. This means no RGB colors, only 256.

Q: In RPG2K, how do you make an event dissapear after it has happened?
A: Switches are an option. Create a new page for the event and make it empty with as Switch (Left-Top Corner) the Switch you want to have it diactivate. Now on the main event's page, set it at the end to turn on that switch. This will stop the event.

Q: How do I set the starting location of the Party/Heroes?
A: Right-click on the map and select Party Starting Location.

Q: How do I get an event to help after the time is up?
A: Make a new event called "timer", or something. Set it to start with whatever switch, and have it be:
Timer: [time]
Set switch: #: Time, ON
Erase event
Then make the other event. Set it to start with the switch.

Q: How do I change the default music for battles and other things?
A: Set Change System BGM in the events menu.

Q: In RPGMaker 2K3, how do you make your character jump by pressing a button?
A: Look at the Tutorial Section under Jumping.

Q: How do I make a Custom Menu?
A: Look at the Tutorial Section under Custom Menu.

Q: Where do I get RPGMaker 2000/2003/XP?
A: Look at the RPG Forum Rules here.

Q: How do you make non-player characters move around in RPGM2k3?
A: Make an Event and set a Custom Route or Random at the bottom-left corner.

Q: I'm using RPGMaker2k and I was wondering...can I easilly upgrade to RPGMaker2k3? If so, how?
A: No, you can't. RPGMaker2k uses a very different system, so you can't put your RM2k game into the RM2k3 one and visa versa.

Q: I need personal help! To who do I send my question?
A: The people who are great with RPGMaker and willing to help anyone with questions are: Golden Kanohi, Twin Matrix, nuts about bionicle and -Rokonuva-.

Q: How do you make it so you are the only character in the party?
A: Go to "System" and it should have four boxes in a category called "Starting Party". If you want one person only, make the second one say "none" and set the other box with that person.

Q: How do you cover the unwanted sea with black tiles?
A: Use the tile at the bottom-right corner of the first-layer Tileset. This will show the Panorama. If you leave the Panorama black, it will show it black instead of sea.

Q: How do use characters other than the ones built in?
A: Simple, you edit a character's info in the database. If you mean "add more characters," then you edit the array size, at the bottom left of the screen.

Q: What is RTP?
A: RTP is a simple name for pre-made graphics for an RPGMaker. RPGMaker XP, for example, has an RTP with lots of pre-made graphics so you are ready to build a game once you install the RTP and the Program.

Q: How do I make an stopped event have a walking animation in RMXP?
A: Make a new event and enable (Check) the Stopped Animation in the bottom-left corner of the Event properties.

Q: How do I make Colors, Sizes and other things in Messages with RMXP?
A: Check out the "Custom Message" part in the Tutorial section.

Q: Am I able to create advanced Panoramas or Fog effects?
A: Create an event. You can make it an Auto Event if you want. Make a second page for this event and have it be activated by a switch. Go back to the first page of the event. Insert Change Map Settings with the Fog of your choice. Now select Change Fog Opacity to make the Fog visible. Don't be fooled by the name though. This function can be used to make clouds, water or anything else. You can also change the color of the Fog with Tint Fog. At the end of the event have it put the switch used to activate the second Page ON.

Q: How do I have an Auto Event/Parallel Process stop without freezing the game or repeating?
A: Create a new page with Action Key activation instead of Auto Start or Parallel Process in this event and select a Switch for it. At the end of the main Auto Event's page (Or Parallel Process) have it put the Switch ON that activates the new, empty page that you just created.

Q: How does the Key Input System works in RMXP?
A: Check out the Jumping Tutorial.

Q: Ruby? What the heck is Ruby Scripting? How does it work?!
A: Check out this. It explains allot about Ruby.

Tutorial 1: Custom Messages for RMXP

This script modifies the Window_Message class to allow for more text commands to be used in messages. This is a list of all the text commands supported by this script. To use the script, simply overwrite the "Window_Message" class with the one provided below.

\a[n] : Automatically closes the message box after n frames.
\b: Banner mode. The text is centered both horizontally and vertically within the window. Can't be used with other tags and works with only one line of text.
\c[n] Changes to one of the eight pre-defined colors. Use \d or \c[0] to change back to the default color.
\d: Returns the font, font size, font color, and line height to default.
\f[n] : Changes the font to font n in a set of pre-defined fonts. Use \d or \f[x], where x is the number of the default font, to return to the default.
\g : Shows a window showing how much money you have.
\h[n] : Changes the line height to n. Useful if you want to show very large text without it clipping vertically. Use \d or \h[32] to return the line height to default.
\i[n] : Shows the icon and item name of the item with ID n
\j[n] : Puts n pixels of whitespace at the current position within the message. Useful if you want precise spacing rather than relying on the font's space length.
\k[n] : Shows the icon and skill name of the skill with ID n.
\m[n] : Shows the icon and armor name of the armor with ID n.
\n[n] : Shows the name of the hero with ID n.
\o[n] : The alpha of the window text is n for this message.
\r: Right-justifies the text on this line. Must be the first thing in the line. \s[n] : Changes the font size to n pixels high.
\v[n] : Displays the value of the variable with ID n.
\w[n] : Shows the icon and weapon name of the weapon with ID n.
\x: Centers the text on this line. Must be the first thing in the line.
\\ : Prints the "\" character.

With the release version, this script has a bug when using the letter "j" with some of these custom text commands. You need to download the update to RGSS100J.dll in order to remedy this problem.

CODE
#==================================
# Window_Message
#-------------------------------
#  The message window.
#==================================
class Window_Message < Window_Selectable
 attr_accessor :autoclosetime
 attr_accessor :op
#-------------------------------  
 # Object Initialization
#-------------------------------  
 def initialize
   super(80, 304, 480, 160)
   self.contents = Bitmap.new(width - 32, height - 32)
   self.visible = false
   self.z = 9998
   @fade_in = false
   @fade_out = false
   @contents_showing = false
   @cursor_width = 0
   @autoclosetime = -1
   @op = 255
   @refreshflag = false
   self.active = false
   self.index = -1
 end
#-------------------------------
 # Garbage Collection
#-------------------------------  
 def dispose
   terminate_message
   $game_temp.message_window_showing = false
   if @input_number_window != nil
     @input_number_window.dispose
   end
   super
 end
#-------------------------------  
 # Message Termination Process
#-------------------------------  
 def terminate_message
   self.active = false
   self.pause = false
   self.index = -1
   self.contents.clear
   @contents_showing = false
   if $game_temp.message_proc != nil
     $game_temp.message_proc.call
   end
   $game_temp.message_text = nil
   $game_temp.message_proc = nil
   $game_temp.choice_start = 99
   $game_temp.choice_max = 0
   $game_temp.choice_cancel_type = 0
   $game_temp.choice_proc = nil
   $game_temp.num_input_start = 99
   $game_temp.num_input_variable_id = 0
   $game_temp.num_input_digits_max = 0
   if @gold_window != nil
     @gold_window.dispose
     @gold_window = nil
   end
 end
#-------------------------------  
 # Refresh
#-------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = normal_color
   self.contents.font.name = "Arial"
   self.contents.font.size = 18
   x = y = 0
   @cursor_width = 0
   @autoclosetime = -1
   @refreshflag = true
   lineheight = 32
   active = ""
   a = ""
   centerflag = false
   rightflag = false
   bannerflag = false
   if $game_temp.choice_start == 0
     x = 8
   end
   if $game_temp.message_text != nil
     text = $game_temp.message_text
     begin
     last_text = text.clone
     text.gsub!(/\\[Vv]\[([0-9]+)\]/) { $game_variables[$1.to_i] }
     end until text == last_text
     text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
       $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
     end
     text.gsub!(/\\\\/) { "\000" }
     text.gsub!(/\\[Cc]\[([0-9]+)\]/) { "\001[#{$1}]" }
     text.gsub!(/\\[Gg]/) { "\002" }
      text.gsub!(/\\[Ii]\[([0-9]+)\]/) { "\003[#{$1}]" }
     text.gsub!(/\\[Ff]\[([0-9]+)\]/) { "\004[#{$1}]" }
     text.gsub!(/\\[Aa]\[([0-9]+)\]/) { "\005[#{$1}]" }
     text.gsub!(/\\[Xx]/) { "\006" }
     text.gsub!(/\\[Rr]/) { "\007" }
     text.gsub!(/\\[Dd]/) { "\011" }
     text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\023[#{$1}]" }
     text.gsub!(/\\[Bb]/) { "\017" }
     text.gsub!(/\\[Ww]\[([0-9]+)\]/) { "\014[#{$1}]" }
     text.gsub!(/\\[Mm]\[([0-9]+)\]/) { "\015[#{$1}]" }
     text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\016[#{$1}]" }
     text.gsub!(/\\[Jj]\[([0-9]+)\]/) { "\013[#{$1}]" }
     text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\021[#{$1}]" }
     text.gsub!(/\\[Kk]\[([0-9]+)\]/) { "\022[#{$1}]" }
     while ((c = text.slice!(/./m)) != nil)
       if c == "\000"
         c = "\\"
       end
       if c == "\001"
         text.sub!(/\[([0-9]+)\]/, "")
         color = $1.to_i
         if color >= 0 and color <= 7
           self.contents.font.color = text_color(color)
         end
         next
       end
       if c == "\002"
         if @gold_window == nil
           @gold_window = Window_Gold.new
           @gold_window.x = 560 - @gold_window.width
           if $game_temp.in_battle
             @gold_window.y = 192
           else
             @gold_window.y = self.y >= 128 ? 32 : 384
           end
           @gold_window.opacity = self.opacity
           @gold_window.back_opacity = self.back_opacity
         end
         next
       end
         if c == "\003"
         text.sub!(/\[([0-9]+)\]/, "")
         item_sub = $1.to_i
         c = $data_items[item_sub].name
         l = self.contents.text_size(c).width
         draw_item_name($data_items[item_sub], x, y * 32 + 1)
         x = x + l + 24
         next
       end
        if c == "\004"
         text.sub!(/\[([0-9]+)\]/, "")
         fontize = $1.to_i
         case fontize
           when 1
             self.contents.font.name = "Arial"
           when 2
             self.contents.font.name = "High Tower Text"
           when 3
             self.contents.font.name = "Tw Cen MT"
           when 4
             self.contents.font.name = "Tahoma"
         end
         next
       end
        if c == "\005"
         text.sub!(/\[([0-9]+)\]/, "")
         @autoclosetime = $1.to_i
         next
       end
       if c == "\006"
         centerflag = true
         next
       end
       if c == "\007"
         rightflag = true
         next
       end
       if c == "\011"
         self.contents.font.name = "Arial"
         self.contents.font.size = 18
         self.contents.font.color = normal_color
         lineheight = 32
         next
       end
       if c == "\014"
         text.sub!(/\[([0-9]+)\]/, "")
         w_sub = $1.to_i
         c = $data_weapons[w_sub].name
         l = self.contents.text_size(c).width
         bitmap = RPG::Cache.icon($data_weapons[w_sub].icon_name)
         self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
         x += 28
         self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
         x = x + l
         next
       end
         if c == "\015"
         text.sub!(/\[([0-9]+)\]/, "")
         a_sub = $1.to_i
         c = $data_armors[a_sub].name
         l = self.contents.text_size(c).width
         bitmap = RPG::Cache.icon($data_armors[a_sub].icon_name)
         self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
         x += 28
         self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
         x = x + l
         next
       end
         if c == "\016"
         text.sub!(/\[([0-9]+)\]/, "")
         @op = $1.to_i
         next
       end
        if c == "\017"
         bannerflag = true
         next
       end
       if c == "\018"
         text.sub!(/\[([0-9]+)\]/, "")
         jump = $1.to_i
         x += jump
         next
       end
         if c == "\021"
         text.sub!(/\[([0-9]+)\]/, "")
         lineheight = $1.to_i
         next
       end
       if c == "\022"
         text.sub!(/\[([0-9]+)\]/, "")
         skill_sub = $1.to_i
         c = $data_skills[skill_sub].name
         l = self.contents.text_size(c).width
         bitmap = RPG::Cache.icon($data_skills[skill_sub].icon_name)
         self.contents.blt(x+4, y * 32+ 4, bitmap, Rect.new(0, 0, 24, 24))
         x += 28
         self.contents.draw_text(x+4, 32 * y, l+32, lineheight, c)
         x = x + l
         next
       end
        if c == "\023"
         text.sub!(/\[([0-9]+)\]/, "")
         bigness = $1.to_i
         self.contents.font.size = bigness
         next
       end
       if c == "\n"
         if centerflag == true
           x = 448 - x
           x = x / 2
           self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
         end
         if rightflag == true
           x = 448 - x
           self.contents.draw_text(x, 32 * y, 448-x, lineheight, a)
         end
         if bannerflag == true
           x = 448 - x
           x = x / 2
           self.contents.draw_text(x, 44, 448-x, lineheight, a)
         end
         a = ""
         centerflag = false
         rightflag = false
         bannerflag = false
         if y >= $game_temp.choice_start
           @cursor_width = [@cursor_width, x].max
         end
         y += 1
         x = 0
         if y >= $game_temp.choice_start
           x = 8
         end
         next
       end
       if centerflag == false && rightflag == false && bannerflag == false
       self.contents.draw_text(4 + x, 32 * y, 40, lineheight, c)
       x += self.contents.text_size(c).width
     else
       a += c
       x += self.contents.text_size(c).width
       end
     end
   end
   if $game_temp.choice_max > 0
     @item_max = $game_temp.choice_max
     self.active = true
     self.index = 0
   end
   if $game_temp.num_input_variable_id > 0
     digits_max = $game_temp.num_input_digits_max
     number = $game_variables[$game_temp.num_input_variable_id]
     @input_number_window = Window_InputNumber.new(digits_max)
     @input_number_window.number = number
     @input_number_window.x = self.x + 8
     @input_number_window.y = self.y + $game_temp.num_input_start * 32
   end
 end
#-------------------------------  
 # Reset the window in response to changes in the position or
# transparency
#-------------------------------  
 def reset_window
   if $game_temp.in_battle
     self.y = 16
   else
     case $game_system.message_position
     when 0
       self.y = 16
     when 1
       self.y = 160
     when 2
       self.y = 304
     end
   end
   if $game_system.message_frame == 0
     self.opacity = 255
   else
     self.opacity = 0
   end
   self.back_opacity = 160
 end
#-------------------------------  
 # Frame Update
#-------------------------------  
 def update
   super
   if @refreshflag && @fade_in == false
     self.contents_opacity = @op
    end
   if @autoclosetime == 0
   @autoclosetime = -1
    terminate_message
  end
   if @autoclosetime >= 1
   @autoclosetime -= 1
   end
   if @fade_in
     self.contents_opacity += 24
     if @input_number_window != nil
       @input_number_window.contents_opacity += 24
     end
     if self.contents_opacity >= @op
       @fade_in = false
     end
     return
   end
   if @input_number_window != nil
     @input_number_window.update
     # ??
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
       $game_variables[$game_temp.num_input_variable_id] =
         @input_number_window.number
       $game_map.need_refresh = true
       @input_number_window.dispose
       @input_number_window = nil
       terminate_message
     end
     return
   end
   if @contents_showing
     if $game_temp.choice_max == 0
       self.pause = true
     end
     if Input.trigger?(Input::B)
       if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
         $game_system.se_play($data_system.cancel_se)
         $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
         terminate_message
       end
     end
     if Input.trigger?(Input::C)
       if $game_temp.choice_max > 0
         $game_system.se_play($data_system.decision_se)
         $game_temp.choice_proc.call(self.index)
       end
       @op = 255
       terminate_message
     end
     return
   end
   if @fade_out == false and $game_temp.message_text != nil
     @contents_showing = true
     $game_temp.message_window_showing = true
     reset_window
     refresh
     Graphics.frame_reset
     self.visible = true
     self.contents_opacity = 0
     if @input_number_window != nil
       @input_number_window.contents_opacity = 0
     end
     @fade_in = true
     return
   end
   if self.visible
     @fade_out = true
     self.opacity -= 48
     if self.opacity == 0
       self.visible = false
       @fade_out = false
       $game_temp.message_window_showing = false
     end
     return
   end
 end
#-------------------------------  
 # Updates the cursor rectangle.
#-------------------------------
 def update_cursor_rect
   if @index >= 0
     n = $game_temp.choice_start + @index
     self.cursor_rect.set(8, n * 32, @cursor_width, 32)
   else
     self.cursor_rect.empty
   end
 end
end


Examples: [1 2 3]

Tutorial 2: Jumping for RM2000, RM2k3 and RMXP

This Code allows the hero jump for RM2000 and RM2k3. Create a Paralell Process Common Event. Set these Commands in RM2k3:

CODE
<>Branch if Switch [0067:JumpingDisallowed] is OFF
<>Key Input Proc: [0037:KeyInput]
<>Move Event: Hero, Begin Jump, Move Forward, Move Forward, End Jump
<>
: Else Handler
<>
: End
<>


To create the Key Input Proc Command, open the Event Commands window and select Key Input Processing. Store the Key Code in 0037, Key Input. Select "Wait Until Key Pressed". The Key to Process should be the Shift Button only. For the RM2000 Version, it is slightly different:

CODE
<>FORK Optn:Switch [0003:JumpingDisallowed] - OFF
<>Enter Password:[001]
<>Move Event...: Hero, Start Jump, Forward, Forward, End Jump
<>
: ELSE Case
<>
:END Case
<>


To create the Enter Password Command open the Event Command window and select Enter Password. Set the Variable to whatever you like. I just used 001 for this Tutorial. Enable "Wait Untill Key Hit" and set Input Passable Key to the Cancel Key only.

For RMXP it is also slightly different. The Key Input Command is now changed, and you don't see what key gets you what number. Here's a full list of Key Input Code Keys.

Down Arrow is 2
Left Arrow is 4
Right Arrow is 6
Up Arrow is 8
Shift is 11
Enter is 13
W is 18
D is 16
A is 14
S is 15
D is 16
Q is 17
X is 12
Space is 13

Don't forget to press F1 to see what button goes to what.

First you put the Key Input Processing line of code in so it looks like:

CODE
<>Key Input Processing: [0001]
<>


Afterwards, you put in a Conditional Branch and set it to Variable 0001, and then put in a value, such as 13.

CODE
<>Key Input Processing: [0001]
<>Conditional Branch: Variable [0001: SAMPLE] == 13
 <>Message: This is what happens when you press Enter.
 <>
:  Else Handler
 <>Message: This is what happens when you don't press Enter.
 <>
:  End
<>


Use these methods to create your own Custom Abilities like Running.

This post has been edited by Black Six: Sep 5 2004, 09:06 PM
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post Dec 4 2002, 09:19 PM
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Well first off, I can't even start the program. It has a weird error message. By saying its weird I can read it because it is made of just symbols.
_
I just know the title is "Object Windows?|_|". If you can solve a problem this bizzare then it would help a lot!


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post Dec 7 2002, 08:07 PM
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QUOTE (Matoran12 @ Dec 5 2002, 12:19 AM)
Well first off, I can't even start the program. It has a weird error message. By saying its weird I can read it because it is made of just symbols.
_
I just know the title is "Object Windows?|_|". If you can solve a problem this bizzare then it would help a lot!

I believe there is a certain file that must be moved somewhere. Chack the readme. If that doesn't work, reinstall it.


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post Dec 10 2002, 07:36 PM
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QUOTE (Roko, Toa Of Wisdom @ Dec 8 2002, 01:07 PM)
QUOTE (Matoran12 @ Dec 5 2002, 12:19 AM)
Well first off, I can't even start the program. It has a weird error message. By saying its weird I can read it because it is made of just symbols.
                                                          _        
I just know the title is "Object Windows?|_|". If you can solve a problem this bizzare then it would help a lot!

I believe there is a certain file that must be moved somewhere. Chack the readme. If that doesn't work, reinstall it.

It might also be a broken download. You might have to find another site to download and reinstall it from.


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post Dec 10 2002, 07:54 PM
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mirunu.gif Question:Where do we download it?

-K
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post Dec 13 2002, 10:28 PM
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QUOTE
I believe there is a certain file that must be moved somewhere. Chack the readme. If that doesn't work, reinstall it.
I tried that a WHOLE lot of times.

QUOTE
It might also be a broken download. You might have to find another site to download and reinstall it from.
I think the extraction file that would tell me if the file was corrupt ( it usually does).

<sigh> sad.gif


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post Dec 15 2002, 12:06 PM
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I have the same question as Katori.

Where can you find RPGmaker 2000?


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post Dec 17 2002, 11:12 PM
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This is for RPG95. Use the other topic.


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post Dec 20 2002, 07:44 PM
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where do u download it i have no idea


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post Dec 21 2002, 01:40 AM
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Uh, I found out the problem. I have a version that doesn't work on Windows XP. Thanks for the help though! smile.gif smile.gif biggrin.gif biggrin.gif


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post Dec 21 2002, 12:20 PM
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QUOTE (Havoc the Hedgehog @ Dec 5 2002, 12:29 AM)
Here's how it works: You can either ask a question, or answer one. NOTHING in between, except maybe a polite "Thank you."
To answer a question, here's what you do:
1. Hit the "Quote" button in the top of the post you are going to answer
2. Answer it
It's that easy. Why do we have people quote the question? Easy! That way people can very easily find out who's answering who, and even answer a question before the member posts it. Ask away!

where do you get it?? huh.gif
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post Dec 24 2002, 04:53 PM
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Can someone tell me how I can use a sprite other than the ones provided as my character?

Edit:Oh, and how do you make people say certain stuff when you press enter on them?

Edit2: Nevermind, I figured it out on my own.


This post has been edited by Xtreme_Koli: Dec 26 2002, 06:05 PM


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post Jan 4 2003, 01:48 PM
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How do you get RPG Maker 95??? There are some games I want to make but I need A game maker!!!


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post Jan 14 2003, 04:52 PM
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QUOTE (Xtreme_Koli @ Jan 4 2003, 02:12 PM)
QUOTE (Living Exo Toa @ Jan 4 2003, 01:48 PM)
How do you get RPG Maker 95??? There are some games I want to make but I need A game maker!!!

Living Exo Toa, go here to download RPG Maker 95.

-Hope this helps! cool.gif

That link won't work, so where can you get it?


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post Jan 16 2003, 05:32 PM
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That one worked at the time, but I guess it got shut down or something. Anyway, here's a new link: A New Link!

-Hope this helps! cool.gif


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post Jan 17 2003, 12:06 AM
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QUOTE (Xtreme_Koli @ Jan 16 2003, 04:32 PM)
That one worked at the time, but I guess it got shut down or something. Anyway, here's a new link: A New Link!

-Hope this helps! cool.gif

Thanks that one worked.
EDIT:It's not all there so it won't load! sad.gif

This post has been edited by Tawa: Jan 17 2003, 12:08 AM


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post Jan 27 2003, 04:28 PM
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QUOTE (Xtreme_Koli @ Jan 16 2003, 05:32 PM)
That one worked at the time, but I guess it got shut down or something. Anyway, here's a new link: A New Link!

-Hope this helps! cool.gif

QUOTE (that site @ now)

Your Complete Web Hosting Service



We're sorry, but we can't supply the file you requested.


In order for us to continue to provide our members with the first-class service they expect, we don't allow people to link files from sites hosted with other providers.

is it supposed to say that?


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post Jan 27 2003, 05:28 PM
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It works perfectly for me. When I click it, RPG Maker immidiately starts downloading! I don't know what could be wrong....... unsure.gif


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post Jan 27 2003, 06:16 PM
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For me it downloads fine, but when I try to run it it says:

QUOTE
Entry Point Not Found, The procedure entry point
@_unlockDebuggerData$qv could not be located in the dynamic link library UNLHA32.dll.


Can you help?

This post has been edited by Tawa: Jan 27 2003, 06:25 PM


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post Jan 27 2003, 06:36 PM
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Well, if that one doesn't work, try this site: New Download Site Here you should find all the 95 downloads you need! cool.gif


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post Jan 27 2003, 06:50 PM
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hey thx!
now could anyone tell me how to edit mini-maps (like huts) tongue.gif


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post Jan 27 2003, 08:50 PM
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It worked but it saysit doesn't work on Windows 2000, WWWAAAHHH!!!


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post Jan 28 2003, 04:50 PM
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QUOTE (Tawa @ Jan 27 2003, 08:50 PM)
It worked but it saysit doesn't work on Windows 2000, WWWAAAHHH!!!

just download a different version, DUH!
i still can't edit hut maps... unsure.gif


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post Jan 28 2003, 08:44 PM
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QUOTE (benmecha @ Jan 28 2003, 04:50 PM)

just download a different version, DUH!
i still can't edit hut maps... unsure.gif

Okay, first of all, what do you mean by edit hut maps? Please clarify.

QUOTE (Tawa @ Jan 27 2003, 08:50 PM)
It worked but it saysit doesn't work on Windows 2000, WWWAAAHHH!!!


I guess this means that RPG Maker 95 onl;y works on Windows 95 and 98 (which is what I have). RTP for RPG Maker 2000 won't work on my comp. so I guess it's just for Windows 2000. You should try that instead!


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post Jan 28 2003, 11:01 PM
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QUOTE (Xtreme_Koli @ Jan 28 2003, 07:44 PM)
I guess this means that RPG Maker 95 onl;y works on Windows 95 and 98 (which is what I have). RTP for RPG Maker 2000 won't work on my comp. so I guess it's just for Windows 2000. You should try that instead!

Thanks, off to find RPG Maker 2000.

Then again I guess I'll just use RPG Toolkit for now.


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post Jan 29 2003, 03:14 PM
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QUOTE (Xtreme_Koli @ Jan 28 2003, 08:44 PM)
QUOTE (benmecha @ Jan 28 2003, 04:50 PM)

just download a different version, DUH!
i still can't edit hut maps... unsure.gif

[color=darkblue]Okay, first of all, what do you mean by edit hut maps? Please clarify.
</span>

sorry. i mean the layouts of huts. when a character goes into a hut, how do i edit what he sees? in other words, how do i make a hut and edit its furniture, characters inside, etc.


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post Jan 30 2003, 05:14 PM
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You have to make the place the character enters the hut a teleport spot. Then you have to create a small sub-area (which will be the inside of the hut) and put a teleport there so that he can walk in and out of the hut!

-P.S.-Make sure you link those two teleports together so that you don't get teleported to some random place in space! cool.gif


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post Jan 30 2003, 07:42 PM
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QUOTE (Xtreme_Koli @ Jan 30 2003, 05:14 PM)
You have to make the place the character enters the hut a teleport spot. Then you have to create a small sub-area (which will be the inside of the hut) and put a teleport there so that he can walk in and out of the hut!

-P.S.-Make sure you link those two teleports together so that you don't get teleported to some random place in space! cool.gif

thx, but this is a hut that is already there. how do i do that?
edit: lightning voyager! >>zoom! aah no brakes! II (wall) i'm ok... **

This post has been edited by benmecha: Jan 30 2003, 07:46 PM


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post Jan 31 2003, 10:06 PM
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If that is the case, just click on it to change the event that occurs there. Then, set it on "Level with Character" and "On contact". Then in the white field to the right, double-click and pick the teleport event and link the teleport with the area you created for the inside of the hut.

-Hope this answers your question! rolleyes.gif cool.gif


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post Feb 4 2003, 08:01 PM
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QUOTE (Xtreme_Koli @ Jan 31 2003, 10:06 PM)
If that is the case, just click on it to change the event that occurs there. Then, set it on "Level with Character" and "On contact". Then in the white field to the right, double-click and pick the teleport event and link the teleport with the area you created for the inside of the hut.

-Hope this answers your question! rolleyes.gif cool.gif

sorry X_K, i meant:
How do you change the layout of stuff inside a hut?


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post Feb 4 2003, 08:58 PM
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When you create the area that will be the inside of your hut, you choose what's going to be in there! You might have to edit some of the files to make furniture and stuff options for stuff to put in there though.

-XK, The Next Generation


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post Feb 5 2003, 04:12 PM
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QUOTE (Xtreme_Koli @ Feb 4 2003, 08:58 PM)
When you create the area that will be the inside of your hut, you choose what's going to be in there! You might have to edit some of the files to make furniture and stuff options for stuff to put in there though.

-XK, The Next Generation

but how do you go back to it??? wacko.gif blink.gif


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post Feb 5 2003, 04:46 PM
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You have to put a teleport on the exit and entrance place. Is this what you're talking about, because you really need to try to clarify more! unsure.gif


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post Feb 11 2003, 03:38 PM
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ok, last time. how do you, if you already have a hut, but want to edit an event inside (i can do the event part tongue.gif ) , well, get to the map of the hut in edit mode?

or: say i've got an existing hut. how do i edit, say, its layout?


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post Feb 11 2003, 09:57 PM
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Okay, I've got to ask Lewaswingin about something that might answer your question, so let's wait and see what he says and I'll reply, 'kay?

-XK, The Next Generation


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post Feb 14 2003, 09:52 PM
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what is bionicle rpg idont have it sad.gif





smile_tahu_nu.gif
smile_pohatu_nu.gif smile_onua_nu.gif smile_kopaka_nu.gif smile_gali_nu.gif smile_lewa_nu.gif

This post has been edited by Justin Ho: Feb 14 2003, 10:00 PM


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post Feb 15 2003, 08:18 PM
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QUOTE (Justin Ho @ Feb 14 2003, 09:52 PM)
what is bionicle rpg idont have it sad.gif





smile_tahu_nu.gif
smile_pohatu_nu.gif smile_onua_nu.gif smile_kopaka_nu.gif smile_gali_nu.gif smile_lewa_nu.gif

Well, first, RPG stands for Role-Playing Game. This forum was created for people to show off the RPGs that they made. If you look at the topics in this forum, you will find links to many RPGs that people have made. If you want to make your own RPG, though, you may want to look into RPG-making programs like RPG Maker 95 and RPG Maker 2000. PM me if you need any more help or info! cool.gif

-XK, Ther Next Generation


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post Feb 18 2003, 09:30 PM
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[B][COLOR=royalblue]When I try to make a Ganedisk on my RM95 version 1.0, (with the help file beta version 0.7 from Stifu's site) I get less than halfway finished and it says "Write Error" and stops. :galre: Hints: This version generally does not work on my computer and it's Windows 98! :annoyed2: I try to start a new game and it has that GDI Error. Theonly way I can use it is if I take another RM95 game and edit the maps and events. And when making the GameDisk, it has that error I told you about. Can someone fix this? I will need it to make the beta tests for MZ2, and I can do the game without it! sad.gif


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post Feb 18 2003, 09:59 PM
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Sorry, there's nothing I can do about that one...... You might want to save your game, re-download RPG Maker 95, and put the game file back in the game folder. Sorry I couldn't help more! sad.gif

-XK, The Next Generation


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post Feb 18 2003, 10:09 PM
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I have no clue how to make an intro type of movie thing can you help me by PM?


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