![]() ![]() Select the first line of "List of Event Commands:" Another big window will pop up. People can be added to the map through the Events bar, under "Graphic:" Once you have selected a square, double-click it, and a whole window of things will pop up. First, select the square on which you want the event. Events will be on the top layer, or the blue cube on the interface. Events will be explained in further steps, but this will be an overview. The second and third layer are pretty much the same, so use them if two objects are two close together on one layer that it blocks the other out.Įvents are what makes the game work. DO NOT put other foliage on the first layer, because on the game, under the tree will be the color grey. This is usually ground or terrain on which the character walks. The first layer is what will be on the very bottom of the map. They look like this: The first three are sheets of paper with one orange sheet, and the fourth is a blue cube. In the RMXP face, there are four buttons. If you know about these features, please, skip ahead. This means you will learn about layers, events, the database, materials, and the map. In this step, you will learn the features of RMXP. Open the folder, and select the project under the name you gave in "Folder Name:" (See image below). Close down RPG Maker XP, or select File -> Open Project (Alliteratively Ctrl+O) and go to the folder RPGXP. Now that you have saved "RMXP Game Tutorial.", you need to now how to open it. Opening your saved game "RMXP Game Tutorial." Your game will be saved in the folder RPGXP in My Documents by itself, so it will be saved here for this tutorial. Navigate your mouse to File -> Save Project. When ever I say save, and continue, do this step. Once you have your new project open, let's learn to save it. For this demonstration, make both "RMXP Game Tutorial." Saving your created game "RMXP Game Tutorial." A window will pop up, that shows what you want to name your project, and what you want the folder it to be saved in called. It has a icon of paper with the edge folded over. To create a new game, navigate your mouse to File -> New Project. If you know how to do these things, or have a new game already open, skip this step. cumbersome.This step will be describing how to create a game, open your created game, and save the game you made. There's a way to import maps made in Tiled though but iirc the process is. edit: fwiw (nothing) one of my disappointments on MV was that it continued the VX/Ace mapping approach instead of XP's. Somebody who's more involved with XP can give better details and corrections of when I used XP back when it came out and never again. iirc it was possible to use VX's RGSS.dll over XP's and improve performance but my memory is really hazy of that time period. You could tell the engine to render at 60 FPS which because of how the backend was done basically increased the workload by 50%. Vanilla you needed a beefier machine to play games at "full speed" and XP's "full speed" was fucking 40 FPS which is easily noticeable and screen teared to shit. The big and immediate one was the engine was software rendered and optimized like shit compared to 2k(3). Like Hex said XP has it's own host of problems. It was one of the big points of frustration with VX that they threw it out for VX's horrible shoehorned in mapping style (along with a lack of multiple tilesets, VX's mapping features are fucking dire). RMXP's mapping is a direct upgrade of 2k(3)'s: There's three mapping layers instead of two (or 4vs3 if you want to count events), tileset restraints were basically thrown out allowing for stupidly big tilesets, iirc no tile is locked to a certain layer, and it supported alpha channels over a marked palette index as transparent. ![]()
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