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Where and How do I put i NPC's?
Okay, series of question:
1)NPC's. I have no idea how to place them, needless to say where they are. Where are they? 2)How do is set where they go? 3)How do I incorporate a story? I mean, what do I have to do to make text, etc...To make a good game. 4)I downloaded some sprites, and when I try to import them, it says invalid image size. Why? |
NPC's - usually just put them in as an event --> set the picture the the character you want as an NPC.
To set where they go, click the drop down menu next to Type, in the movement Pattern, and choose custom. Below the drop down menu, a button will become active (Define route), click the button and choose the directions you want the NPC to move. If you want them to repeat this over and over then make sure Repeating is checked. Once you have done, click the drop down menu in the top right of the define route screen, and make sure it is set to This Event. To incorporate a story, use a series of events. If you are using rmxp, then click the blue cube on the toolbar to choose the event layer, then double click on a square on the grid. This will bring up the event menu. If you double click on the <> then it will bring up the different events you can use. Many speak for themselves, but others may do things you don't know. Ask Bluecube for more info. As for the sprites, the way I stopped that was to download iDraw (search Google for it), then opened the sprites in iDraw, and saved them as pics (png. bmp.) in a folder. Then go into rmxp, and import them into the Character folder, it will ask you to set the transparent colour, choose the background of the sprites (e.g if the colour behind the sprites is green, then LEFT click somewhere on the green). Look the translucent colour blank. Press the clear button next to it if you want to make sure it is blank. Your sprites should then work. All you need to do is choose them for your characters onm the database. |
Beaten because I had to upload a picture, bah.
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http://www.iownjoo.com/freeimghost/imps/NPCSetup.JPG Quote:
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When I said incorporate, I mean, How can I have a conversation with someone?
When I talk to someone, I don't want them to just talk. Also, how do I set up a store? I want to have stores to buy stuff. i have no clue how to set that stuff. |
Stores are also an event, search through the pages og events to find it.
-- Conversations: So you want people to say different things depending on what's going on? This can be done with simple 'conditional bracnhes' What you do is make a switch for each set of text you want the NPC/Character to say when they talk and have the appropriate switch turned on after whatever event you want(make sure to turn off other convo events) and just have the text put in under the rite branch. <>Branch if Switch [0001: Dialogue 1] is ON <> Message:Bob: (Bob talks) <> Message:James:(james talks)((they just go back and forth)) :END <>Branch if Switch [0002: Dialogue 2] is ON <> Message:Bob: (Bob talks) <> Message:James:(james talks)((they just go back and forth)) <> :END <>Branch if Switch [0003: Dialogue 3] is ON <> Message:Bob: (Bob talks) <> Message:James:(james talks)((they just go back and forth)) <> :END -- And so on. Basic rundown. |
RM2k3 again (I STILL DON'T KNOW WHAT YOU HAVE RIGHT NOW):
There's an event command called <>Open Shop Window for the store. Page 2 of the event commands. Put whatever items you want to sell in there (it'll be based on the prices you set in the Items tab, so you have to have items set up to sell) -- For conversation in general, you can put as many <>Message event commands as you need, right after the other. Just double-click on an empty <> line and you'll be fine. I THINK there's a limit on event commands in a single event (it's something like 65535 though) --- Tyrannicide: I'll also say that pages are preferred for conversation changes, since they don't require you to turn off other event switches to see them alone. In this case, that allows "King Assassinated" and "Boss Destroyed" to affect their own events (say, the king sprite not being there and the boss sprite not being there), while making the townspeople say different things depending on the situation. Of course, it's even better (if it's a linear story line) to use variables for story advancement, but that's more of a "squeeze everything into the smallest possible file" thing. |
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Yes, that is true. But he wasn't specific enough with it, I figured he'd always want the person to be there, just different conversations. We''l wait and see.
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