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lalena52
Hi guys, I have a few questions I've been compiling for a few days now, it would really be appreciated if anyone could answer any of them. Thanks smile.gif

1.) First, is it possible for me to make it so that the text being said scrolls like normal, but doesn't have the little arrow at the bottom and continues on to the next part? I want it to fit a whole page.
Example: I made a cutscene where in the beginning of the game, the situation is kind of explained - wars and such. I made a new map, all black as a background, and I put the text in as an event. I want it to appear as though it's being said as you read it. The problem is when I place the event to explain the story, the text scrolls like I want it too, but on the next part, the previous text disappears. I want it to seemlessly take up the whole page, then go onto the next page and so on, possibly have the arrow all the way at the end.

2.) This one kind of refers to the previous question. I just want to know if it's possible to have the text scroll any slower? Like it's not all just popping out at once.

3.) Another text question... can I make it so that in a certain situation (not all the time) that whats being said in a text box appears then disappears without the player pressing enter to continue?

4.) I saw a script somewhere (now I can't find it) that shows the name of the map you're currently on. I cant remember what the name is and I'm not sure what to search for, does anyone know the name of it?

5.) Can I make an event where you can only access a certain thing after you've say read a note? Example: I find a note just lying around that tells me where treasure is hidden, I go to that place and find an item, but when I went there before finding the note, the item wouldnt be there? So in essence, you talk to a barrel, you dont get anything. You find a note that tells you theres treasure in the barrel, you go back to it, and now theres treasure inside of it.

6.) I have a question about having talking events with the main character to other npcs where the npc addresses them by their name. The only problem is I have it so that the player can choose their main character (theres only 2) at the beginning of the game. Is it possible to have chat events have both main characters names in them? Like if I play the male character, he talks to someone and they say his name, and if I instead choose the female character, she'll talk to the same person and they'll say her name instead?

7.) I have it so that when you choose the main character in the beginning of the game, you're given a choice, then when you choose it says something like Are you sure? And gives an option of yes or no, how do I make it so that when you say no, it brings you back to the selection instead of going back through all of the dialogue back to the selection screen?

8.) How can I make it so that during a cutscene a character leaves, then when the cutscene is over, the character is actually gone? Right now, after my cutscene is over the character who leaves just kind of hangs out on the map he was supposed to leave on.

I think that's it for now, lol... again thanks if anyone can answer any of these questions smile.gif

MenaKatep
Ok! I can't help with everything, but I can attempt with a few things...

Questions 1 and 2 I really can't answer; but, I can tell you that there are commands for the textboxes that you can use to continue on without character input.

\^

Means that the event will not wait for character input.

For number 4, I actually have that as events on each map...The event displays a picture I created with the name of the area on it.

Number 5, Yes. That involves the use of switches.

You would also want to script number 6...

Ok, so, I was going through and answering each question, but I realized you need to learn about scripting. This is the basic stuff! No worries though. =] I had some of these issues at first as well. For right now, the most useful resource you have is the "Help" tab at the very top middle-ish of your RPGMaker VX screen. If you look to the right in the Help window, you'll notice it has the link "Eventing." Click that, and it should have MANY useful things you'll want to use. If you have more questions though, such as the scrolling text, then feel free to ask. I apologize if this wasn't as helpful as you were hoping, but I directed you at the sections of the Help window you'll want to check out. ^^ PM me if anything arrises or if you have more questions!

Logan
BasharTeg6
QUOTE (lalena52 @ Feb 28 2010, 11:04 PM) *
Hi guys, I have a few questions I've been compiling for a few days now, it would really be appreciated if anyone could answer any of them. Thanks smile.gif

1.) First, is it possible for me to make it so that the text being said scrolls like normal, but doesn't have the little arrow at the bottom and continues on to the next part? I want it to fit a whole page.
Example: I made a cutscene where in the beginning of the game, the situation is kind of explained - wars and such. I made a new map, all black as a background, and I put the text in as an event. I want it to appear as though it's being said as you read it. The problem is when I place the event to explain the story, the text scrolls like I want it too, but on the next part, the previous text disappears. I want it to seemlessly take up the whole page, then go onto the next page and so on, possibly have the arrow all the way at the end.


You can try one of several scripts that modify the message system. There should be some in the scripts section on this site. I believe at least one allows you to include more lines of text in a message box.

Alternatively, you could make paragraphs of text pictures and just show the pictures during your intro instead of message boxes.

QUOTE
2.) This one kind of refers to the previous question. I just want to know if it's possible to have the text scroll any slower? Like it's not all just popping out at once.


Yes. The wait commands are \| (1 second wait) and \. (0.25 second wait.) If you want it to scroll by letter or something you'll need a script.

QUOTE
6.) I have a question about having talking events with the main character to other npcs where the npc addresses them by their name. The only problem is I have it so that the player can choose their main character (theres only 2) at the beginning of the game. Is it possible to have chat events have both main characters names in them? Like if I play the male character, he talks to someone and they say his name, and if I instead choose the female character, she'll talk to the same person and they'll say her name instead?


Two ways. You can either set a switch when the player chooses which character they want or you can check if the player has a certain character in their party when they talk to the NPC. Check the different tabs in the Conditional Branch action.

QUOTE
7.) I have it so that when you choose the main character in the beginning of the game, you're given a choice, then when you choose it says something like Are you sure? And gives an option of yes or no, how do I make it so that when you say no, it brings you back to the selection instead of going back through all of the dialogue back to the selection screen?


Labels. Place a label at the selection before any text, then use the "go to label" action if the player selects "no." Note that the name of the label is case sensitive and must match exactly for it to work.

QUOTE
8.) How can I make it so that during a cutscene a character leaves, then when the cutscene is over, the character is actually gone? Right now, after my cutscene is over the character who leaves just kind of hangs out on the map he was supposed to leave on.


Set Move Route > Change Graphic; change the graphic to (none.) Then use Set Event Location to move the character out of the way so the player doesn't run into him.
MenaKatep
Ok! So, technically for number 6 you could use events. : / Though, in my opinion, it would be a huge pain in the ass to do. For every NPC that you want to say a specific actors name.

Let's say Male actor's name is Bob, and Female actresse's name is Ashley



OR, alternatively, like BasharTeg6 stated, you can use switches. : / Though, this would involve eventing everything in 2 different pages of the same events or however you want the events. So, basically, yes, this is all possible. Just seemed like your kind of new, and you wouldn't want to learn about eventing with something slightly complex. T_T

Logan
lalena52
Wow, thank you so much for answering guys, you really helped me smile.gif I read up a bit more on eventing and such and it's becoming easier as I go, but it still seems really complicated sometimes.

Anyway, thanks again!
Knot
for number 6, depending on how you're doing it you can also you \n[x] (where x is the number of the actor) to display a character's name in a dialogue.
MenaKatep
QUOTE (lalena52 @ Mar 1 2010, 04:05 PM) *
Wow, thank you so much for answering guys, you really helped me smile.gif I read up a bit more on eventing and such and it's becoming easier as I go, but it still seems really complicated sometimes.

Anyway, thanks again!


Mhm, ask or p.m. for more questions ^^

Logan
BasharTeg6
QUOTE
OR, alternatively, like BasharTeg6 stated, you can use switches. : / Though, this would involve eventing everything in 2 different pages of the same events or however you want the events. So, basically, yes, this is all possible. Just seemed like your kind of new, and you wouldn't want to learn about eventing with something slightly complex. T_T


Actually he could use the same event page. He would just need to use conditional branches to check if a particular switch is on rather than if a particular actor is in the party. The switches may be favorable if there is dialogue when the player's chosen character is not currently in the party (like during some cutscenes.)
MenaKatep
QUOTE (BasharTeg6 @ Mar 1 2010, 08:57 PM) *
QUOTE
OR, alternatively, like BasharTeg6 stated, you can use switches. : / Though, this would involve eventing everything in 2 different pages of the same events or however you want the events. So, basically, yes, this is all possible. Just seemed like your kind of new, and you wouldn't want to learn about eventing with something slightly complex. T_T


Actually he could use the same event page. He would just need to use conditional branches to check if a particular switch is on rather than if a particular actor is in the party. The switches may be favorable if there is dialogue when the player's chosen character is not currently in the party (like during some cutscenes.)



True, he could; though, would using two pages not be cleaner? If he pushes everything into one page, it may become more difficult to go through. Plus, he seems to be a beginner with the eventing. So, using multiple pages might make it easier for him to keep everything in order.

Logan
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