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> [Eventing]How to make realistic fire, very easy for those who read the help file, for VX mainly
Senreichi
post May 6 2008, 05:26 PM
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This is my first Tutorial, so bear with me.

Alright all you need to do is make a new event page (if you don't know what that is read the help file). Where it says Graphic, double click it and scroll down to where it says !Flame.
For this purpose we'll be using the upper left most 3 fire graphics. It doesn't matter which one you use first. Click ok or double click the graphic. Next we'll double click @> under List of Event Commands, after that go to the 2nd pageand double click Wait..., in the box write 10 and click ok or the enter button on the keyboard. After that, double click the next @> stay on the 1st page and double click Control Self Switch... in the box leave it on A and have the switch turned on. before making another event page click the box under trigger and select Parallel Process. Next click New Event Page, after that repeat what I just said for Graphics except click the one after the one you just used. Do the same thing for Wait... and for the self switch select B and on.

Don't forget to check the box self switch and make sure it's the self switch the you used in the previous event page. Make a new event page, use the last flame you haven't used the repeat eveything except for the self switch, this time it will be self switch C. Now make one last event page, do the exact same thing as the previous ones except you turn off all 3 of the self switches starting with self switch A, the B and lastly self switch C. Now you're done. I'll be putting up a demo for it later.
Demo is now open.

How to make fire demo
Demo is fixed.


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Meep_head
post May 14 2008, 05:59 PM
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I tried, and it didn't work. Plus, the demo link is broken I think.
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TheBloodRed
post May 14 2008, 06:43 PM
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Screenshots and indentation of new paragraphs please? xD

I got what you said, but I already have my own way. (see sig pic)


But yes, thanks. tongue.gif


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Meep_head
post May 15 2008, 10:27 AM
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I tried it and there's nothing there, not even the fire. Could you please clarify?
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Senreichi
post May 15 2008, 11:44 AM
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Copy and paste the link into your url bar and click enter. It should work then. If you want another way to make fire or lights, look in the sample maps.


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For every action, there is an equal and opposite reaction. Thus if humanity is born humanity shall die and be reborn anew. If the universe is born, the universe shall die and be reborn anew thus we live in a never ending cycle of despair and happiness.


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"Rely on your on strength of body & soul. Take for your star self-reliance, faith, honesty, & industry. Don't take too much advice- keep at the helm and stear your own ship, and remember that the great art of commanding is to take a fair share of the work. Fire above the mark you intend to hit. Energy, invincible determination with the right motive, are the levers that move the world."
-Noah Porter

QUOTE
It's not the INTENT that matters but the IMPACT that does.

[Show/Hide] Can you read this
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.

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Kogi
post May 20 2008, 05:54 AM
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Hey, good job coming up with this but there is an faster and easier way to doit! (it can also be used with waterfallsplash/candles/fountains/those big gem things)

Heres what you do:
1. Make an event where you want the fire to be.
2. For the "Graphic" go to "!Flame" and choose one fire set, BUT make sure you chose the one in the middle of the set you want.

3. Make the "Priority" for the event "Same as Character" so you cant pass through it. (if you want to pass just change the priorty)
It doesnt matter what the trigger is set to, I like it on "Action Button" cause then it doesnt bog down the program that much.
4. In the bottom left hand corner there is the "Options" with 4 checkmark boxes, you need to have "Stepping Anim." and "Direction Fix"
turned ON, and "Walking Anim." + "Through" OFF.

5.You can control the intensity of the event by adjusting the movement speed, just a tipp wink.gif

And there you go, if all goes well you fire/waterfallsplash/giant gem thingy should be moving fine! Its quick and easy happy.gif

Peace
Keeg

This post has been edited by Keeburs: May 20 2008, 08:44 AM


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Senreichi
post May 21 2008, 04:22 AM
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I know that but, I didn't feel like showing that way because if you look at the Sample Maps that comes with RPG Maker VX, it shows how to do that way.


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For every action, there is an equal and opposite reaction. Thus if humanity is born humanity shall die and be reborn anew. If the universe is born, the universe shall die and be reborn anew thus we live in a never ending cycle of despair and happiness.


QUOTE
"Rely on your on strength of body & soul. Take for your star self-reliance, faith, honesty, & industry. Don't take too much advice- keep at the helm and stear your own ship, and remember that the great art of commanding is to take a fair share of the work. Fire above the mark you intend to hit. Energy, invincible determination with the right motive, are the levers that move the world."
-Noah Porter

QUOTE
It's not the INTENT that matters but the IMPACT that does.

[Show/Hide] Can you read this
Cna yuo raed tihs? Olny 55% of plepoe can.
I cdnuolt blveiee taht I cluod aulaclty uesdnatnrd waht I was rdanieg. The phaonmneal pweor of the hmuan mnid, aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. The rset can be a taotl mses and you can sitll raed it whotuit a pboerlm. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. Azanmig huh? yaeh and I awlyas tghuhot slpeling was ipmorantt!
fi yuo cna raed tihs, palce it in yuor siantugre.

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Ilikepie123
post May 23 2008, 05:13 PM
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Nice tutorial! Similar to Kira's tutorial that tells you how to make plants that grow. happy.gif


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Mr_E_Man
post Jun 9 2008, 11:12 AM
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The stepping animation option is not only easier to accomplish, but also cuts down on event lag. If you use the self switch method for all your flickering lights on a big map, you're going to eat a lot of memory that could be better spent on events with which the player will interact.

A bit of a tip for other "flamers" out there is to set the speed to slower and the frequency to highest. It's a little counter intuitive, but speed will only increase the speed per motion. Frequency controls how quickly the event moves through all the motions.

So, a guy turning in circles on a high speed but a low frequency would turn very quickly, but would only turn every few seconds. This makes the motion look very jerky, unnatural, and reminds me a little of game lag.

If you turn the speed down, but the frequency up, the guy would appear as if he were spinning in a continuous motion rather than turn at break-neck speed, stop, turn at break-neck speed again, and so on.

This same rule applies for the stepping animation of each event. If you turn the speed really high but don't raise the frequency, your fire will look like a bad stop motion animation. Keeping the speed at a reasonable pace and cranking the frequency makes the animation a more continuous and convincing motion.


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