Home > Tutorials > RPG Maker VX > Seamless World w/Animated Doors (VX)
Seamless World w/Animated Doors (VX)
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Intro:
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I was sitting at the computer one day, and was messing around with some demo scripts I got to mess with, and I was getting really sick of going from outside to inside through events, and was wondering how it could be possible to go from outside to inside without any transitions. I messed around with the idea for several hours and came up with a NEAR perfect approach at a seamless environment (If you make it too big, may require an Anti-Lag Script).
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Step 1: Make a map (any size)
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My buildings may look a little weird, but I think showing half a roof/ceiling it emphasizes the fact that you can see it from both indoors and outdoors. So if you do not like that part, bear in mind that can be changed to your preferred wants/needs.
Make sure you put grass on the outside of your buildings, and don't just leave it blank.


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Step 2: Make 'door' section of roof able to walk under
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This step can be tricky, so follow me carefully...
First open your Resource Manager, and go to your System folder, find the TileA# that you used for the roof/walls, and export it to your game folder under graphics, and then system.

RENAME it TileE, (This WILL not work if you have your own TileE tileset in there, unless you add the Tilea# to your previous TileE)



Now if you open up your Resource Manager again, and double click TileE it should pop up like this:

After you do that go back to your map, and take the floor tile, and erase the wall where you are going to put your door, including the roof section.

Then create an event where the roof section was. Make that Event's graphic the roof section (your choice on which one) that matches the deleted roof from TileE on the graphics selector.

In the roof event change the following things that are in the bottom left corner; under options UNCHECK Walking Anim, CHECK Through, and change Priority to Above Characters.

And then do the same for the wall section.

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Step 3: Adding Doors that Open/Close AND allows player to go through them
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This Event requires 4 pages, and several switches.
Now for the fun part, underneath the wall section event double click and this time you are going to choose a door icon, in the example I used a short door. This step is ALOT like the previous two events, but IS different, so follow closely. One the first event page after you get the graphic, UNCHECK the Option 'Walking Anim', CHECK the 'through', Change priority to 'Below Character', and trigger to 'Player Touch'...
...Brief Detour, we are going to go ahead and make the switches. In this event screen, click on the top-most switch and then make five new switches, (Up, Right, Left, Down, and PlayerFacingOn)...

... Now back to the event, Select the Switch: Up, as the required switch to be on for page 1. Your page should look like this now...

On to the coding for the door animation... The following image should show you what the code inside the Page 1 should look like. In the MoveRoute even though when you make the door TurnUp it is blank, that is what you want it to do so make sure that happens. The SelfSwitch: A is important so DO not forget about that. Now your page should look like this:

Now on to page 2 and 3. These are very short, and requires very little editting, first make sure your door graphic is the selected graphic, other then that the ONLY thing that should be different is for Page 2 make the required switch, Switch:Right, and for Page 3 the switch should be Switch: Left.


We are almost done with the door event, now for page 4. This is in case the player goes inside a house, and has to leave through the door that he has not previously been through before. It should look exactly like Page 1 except the Priority should be ABOVE the character, and instead of forcing the player to move up through the door, this should force the player down. Also the required switch is Switch: Down. It should look like this:

We are almost COMPLETELY done. The next thing to do is to make a common event that reads which direction the player is facing, to make sure it knows which way to move the player, and so on. Its trigger should be Parallel, and the condition switch should be Switch:PlayerFacingOn. It is very simple and looks like this:

The ONLY catch with this common event is that it does require you to create an event, at the beginning of the game that turns Switch:PlayerFacingOn to on. Very simple though, any amount of beginning story or menus, or even just on the starting map have an Parallel Process Event turn the switch on.
The code is very versatile, and all you have to do is copy and paste the door event anywhere you need the door to go, and it will work properly and everything.
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PROS:
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It can create those seamless (outdoors to indoors) games that SOME people, not everyone, prefer to make/play.
It can at least be used for indoors maps to get from one room to another without always having hallways go to bedrooms instead of closed doors.
Allows less maps to have to be used, although not intended to make the ENTIRE game world seamless, it can make an entire town/village/building seamless.
It is easy to modify to allow for locked doors, doors that require keys and so on.
It brings realism to the building size from the outdoors compared to the indoors parts
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CONS:
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It is a rather long amount of coding to do something that can be done much faster by transferring player to a different map
It does require your cities to be a little larger to compensate for the larger style, but more realistic, sized building
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ENDING:
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And there ya have it. If ya have any comments at all, I appreciate any criticism, just please try and not be too rude. ;) Like said previously this is my FIRST Tutorial, so any feedback and anything related to the layout of the tutorial is welcome as well (For instance, too many pictures, not descriptive enough, and so on)
Please PM me with any comments or questions. Thanks
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Details
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Tutorial:
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Seamless World w/Animated Doors (VX) |
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Date Listed:
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2008-06-19 |
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Author:
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lordsgamer
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Total Hits:
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1833 |
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