RPG Maker For Beginners | Michael Mcguire | Skillshare

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Topics include illustration, design, photography, and more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:10

    • 2.

      Where and How To Download RPG Maker

      2:36

    • 3.

      How To Create A Map

      7:44

    • 4.

      Transfer Between Maps

      3:25

    • 5.

      Adding Interactable Objects

      4:51

    • 6.

      Adding Interactable NPCs

      6:11

    • 7.

      Dialogue

      7:12

    • 8.

      Character Generator

      7:07

    • 9.

      Creating A Shop

      5:52

    • 10.

      How To Create An Enemy

      10:02

    • 11.

      Battles and Encounters

      11:42

    • 12.

      Stats and Classes

      7:01

    • 13.

      Skills and Items

      13:47

    • 14.

      Weapons and Armor

      5:10

    • 15.

      States and Traits

      8:47

    • 16.

      Switches and Self Switches

      15:08

    • 17.

      Variables

      10:17

    • 18.

      Common Events

      8:06

    • 19.

      Cutscenes

      19:04

    • 20.

      Background Music and SFX

      3:18

    • 21.

      Project Deployment

      3:15

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About This Class

In RPG Maker Game Engine For Beginners will be going over everything you need to create your own game in any RPG Maker. For this course, I will be using RPG Maker MV but all lessons will apply to previous versions of RPG Maker. In this course, you will learn

  • Where and How to download the RPG Maker Engine

  • How to create and transfer between maps

  • How to generate new NPCs and add them to the world

  • How to create new items, weapons, skills and classes

  • How to use switches, variables and common events

  • How to deploy your project

This class is best suited to Beginners to the game engine.

Meet Your Teacher

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Michael Mcguire

Author | Programmer

Teacher
Level: Beginner

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Transcripts

1. Introduction: welcome to RPG maker game engine for beginners. Now in the back here, you're just gonna see me scroll through a few pages and you can get an idea of maybe what kind of games are you can see up there? The website. If you want to check some of these out, you're so But through this course, we're going to go over creating new MP sees using the character generator, which is exclusive to the M V version. Everything else should carry over all previous RPG makers. We're going to cover creating new weapons, creating new skills items, implementing all of these into the game. Different kind of events, switches, variables, everything that everything that you're gonna need nor to create a game. Now, of course, you don't need to create an atypical RPG game with this and have all battles and everything that you would typically get Think of from a standard therapy. As you can see, we could get games like to the Moon and Corpus Party, which are on steam for commercial use and were made in this engine 2. Where and How To Download RPG Maker: Alright guys. So, you know, in order to perceive with with this course you're gonna need some version of RPG maker, preferably I'm gonna be going over using RPG maker M V. But if you don't have that one, that's fine. If you have an older version, that's okay, But we're gonna go over RPG maker, RPG maker web dot com and you can help head over to download, and you can get a free trial of any of these versions here. So if you want to follow along with MBI, you can. If you want to try it before you buy it, see if this engine is for you. You can definitely do that as well. One thing to know is if you do want to get the trial, as it says here it is for Windows Os only RPG maker M V is also available for Mac OS, but the try A was only for Windows. If you would like to purchase this from the website, you can come on down to products and then under program so you can select one of these versions. We'll go with MV for this, which at the moment is 79 99. Then we have BX ace, which is a little bit cheaper, and as we go down, they're going to get cheaper and cheaper. Presumably I don't want to purchase through the website. We can also come here to steam and we can take a look here with E store page and our preview maker envy and most of them, if not all of them should be available on steam. And if we come down steam, it's not having a sale. So if you're in the States, it's still gonna be 79 99 for the base year and again costume Vieques Ace X P V X, which is another version of the excess, um 2003. Whatever, most of these classes, except for the character generator, should carry over to all of these. M V is the latest one. So I will I will say that have you? But steam does not have a trial. So if you want a if you don't own this and you just want to give it a try, see if you like it before investing the money into it. Then again, sco over to the website here, RPG maker, Web gonna downloads slick RPG maker MV. Put in your name your email and go ahead and hit download. We'll see in the next class. 3. How To Create A Map: how to create a map and RPG maker. Welcome. And the first thing that we're gonna have to do is gonna file and new project now for the name. We can't change this later. So whatever we pick here for the name is what we're gonna be stuck with. I'm gonna choose. Let's go in first game, your game title. We can change this at any point, but I'm just going to call it RPG Heroes location. I recommend just leaving that the way it is. You don't want to move in that end up getting yourself lost or confused. Lose it or something. And OK, and now it's gonna copy all of the files that come with it over. Okay, so now that we have that we have our new project, we're ready to start building our map. Well, if we take a look at a map one down here, if we right click it and hit edit, we will see that we're using the over world tile set. So if you don't want to make liken over world and just want to start maybe inside of a town , then you could pick outside. For example, if you take a look or right up here in our top left. All of our tiles is going to change for this, though, I think I'm gonna go ahead and just keep this as overwhelmed by Did wanna let you guys know about that? There. So in here, we have a few options for doing this, and right now, they're all great out here at the tops. What we need to do is select this option here, which is called Map and that is gonna allow us that. Edit the map and you see, if you had a grid that the greatest now gone and our brushes, if you will, we have this pencil here. We've got this rectangle, we've got a circle, and then we have a flood option up there. Now, all of these air gonna have their own specific uses. What? Starting with the pencil. We're just gonna pay. Still, this one. And what? The pencil. As you see, it's just gonna lay down wherever we go. And I'm just clicking and holding here. We also click for individual spots if you wanted. Then we have the rectangle tool, which I'm just gonna go ahead and switch to this little mountain here. And you see, it's kind of ragged out, and when you release and place them and the Oval Tool works very much in the same way, and then flood to a which will switch to this one here and just flood this area, just as you would expect in a flood tool on a photo editor such as photo shot, it works exactly the same way. Select your option and flood just simple. Is that so? Using those options there, I'm gonna go ahead and use my brush. No. One thing that I should note here is if you just hover over one of these 1000 right click, you'll select that brush or not that brush with that tile since he we just did that. So I'm just gonna go ahead and select the grass usar rectangle and just completely start that over. All right. Now, I'm just gonna go ahead and quickly make a small over world map here. Okay? So I should interview bacteria at the bottom. Here we have a B and C. Now, if we slick that, we're gonna get different options in here. Also, when you're using B and C might see bigger options like this. And if you click, you only get a portion which can Dio is just click and drag. It's just well. And now you see, we have the entire mountain and weaken stamp like that and said it's getting a single piece . All right. He said, now that we have our basic map here, let's go ahead and slight this year there. Okay, so we have our basic map, and if we were to hit play our button at the top here, we would, of course, need to save the game, but that we would be able to move around with our default character here. But before we do that, I do want to right click on the map down here and slick New. Now, I'm just gonna leave. This is mapped to That's perfectly fine. And I'm gonna change this to outside, and I'm just gonna hit. Okay, now, you see, this is nestled inside. This is gonna be nice for keeping things organized, So I'm just going to take the rectangle tool and flood this out and let's see. Do you have any tree? We dio some was gonna make a little force here. Okay, So we have our little for years. Now we have our two man. What's his greatest? We're going to use that for future horse or future video here. All right, so we have this. We have this all set. You know how to make you're back. If you're gonna do, like, an old wrong that you know how to make a second map that's nestled inside of your 1st 1 organization. And if you don't want that nestled in, you can just grab that and pull it out from not mistaken. There you go. Thinking this click and drag and pull it out too. Are based based game here. I guess you would call it and just highlight and, you know, click and dragon. You can put it back over map one like this, and one nestle it right back in. But with that, that is how you create a map. Now, how you used these towels, that's gonna be completely up to you. But you know how to make your maps. Go ahead and go make one 4. Transfer Between Maps: All right, guys, Welcome back. And in this video, we're going to talk about how to transfer our player from one map to another and then back to our the map again. So this is actually gonna be quite simple. We're gonna come up to the top here and click this red button up here at the top, and we'll get our grid show up here. Now, I'm gonna have my player transfer right here. When he touches the path here that goes into the force, someone's gonna double click there, and we're going to open up the event editor. So I'm just gonna name this my forest entrance now image. We don't have to worry about that. The only thing we need toe touched down here is our trigger. And we need to change that to the player touch. That way, when the player steps on, that space will automatically be transferred. Now, if you wanted to use this for something like a door where you want to play, it actually hit the action button to open the door. Then you could just change that to action, But in there. But I'm gonna leave it on player touch. So now in our contents, you can either double click or right click and hit new. And we're just gonna come onto page two to the movement section, and we're gonna slight transfer player. Now, this location here will allow us to select where to transform the player to. So if we just click this option here, we can select are a second map, and we can select right here on our map toe. Send our player here and we had Okay, All right. And OK again and apply. Now, that's great. But now we're gonna have to go to our second map here, and we're gonna have to create a new events again with player touch the same thing we just did. Double click or right click New go to movement on the second tab transfer player. And this time we're gonna select our first map. Now, if you are, you have a situation like mine. We have just a one square space for the player to go, and then you want to set it on the outside like this. Can we zoom in on that? No, we cannot, but we want to set it like that. That way the player doesn't touch it and just get stuck in a loop. Let's go ahead and hit, OK? Okay. And apply. And then we can head okay again. And now our system should work to transfer us in and out of our forest here. So we just hit play? Yes, to save, and we're gonna move around using the arrow keys. That was extremely loud. My apologies. Boom. Now we're in the forest. If we just come back down here, Boom. We're back out of the forest. And it's a simple is that to transfer our player from once place to another or one map to another. That's it. All right, guys will see you guys in the next video. 5. Adding Interactable Objects: All right, guys. Now, in this video, we're gonna create an interactive all item or an object in this case we're going to use. Let's see now, it doesn't really matter what we use here, but I want to look for a chest seeds. Take a quick look around here. I suppose it doesn't really matter, because it's not the tile map that we're gonna use, but let's go ahead and put ours inside of our fourth year. So still in our event editor, let's go ahead and double click to place a new event and come to our image here, and we can just scroll down to chest. All right, So I'm gonna go ahead and I'm gonna select this green one and contents. We want to make sure triggers on action. Let's go ahead and select new T do. Where can we do text? Let's see. All right. Here, under message on the first page. We can do so text, and we can just you can see just keeping your mouths over here. We got a bunch of useful codes who can dio. So if you wanna use that in any way, you can go ahead and do that. But I'm not going to for this. So let's take a look. Text weaken Dio, this is a chest and select. Okay, if we had apply and OK and jump into our game when we walk up to the chest and hit our action button which is entered by default, we should now get a text box that says this The chest There we go. Now this object is interact herbal, But it doesn't really. It doesn't open up in any way. So what I want to dio is well, we could do this couple of different ways, but we'll get into these later. But I'm gonna use a self switch for this. We're gonna go new, and we'll talk about thes self switches a bit later, but would just change that to a and on. All right? And we're gonna slick new event page here at the top. We're gonna tick off self switch, make sure we have a selected double click and to change our image, and we're just gonna go ahead and open this one, the one that's all the way open. And we do new and I'm just gonna add some tax years saying the chest is now open and we'll head apply and okay and jump into our tests. Of course, we save Go into the forest. And now this time when we press enter the chest should well, we should see the text pop up and then the Chechen open. There we go. And then if we talk to it again, the chest is now open. Now the text box, of course, is completely optional. And if you want to do this the other way around so the text shows up after it opens, weakens us. Take our switch here, cut it and just pasted above. And now the chest will. The check should open and then we should see the text. Well, this is a chest, so you could do it that way, if you want to come based, almost happen simultaneously. For example, if you were to open up a chest and your player would get an item out of it or something, but that's it. That'll do it for this video. That's how you create an item and make it interactive ble with the player. If you wanted it to look in a bookcase una fast, a little bit of text show up or if you want to have a little bit of animation like what? That chest There 6. Adding Interactable NPCs: are and everybody welcome back. And in this video we're going to talk about creating an intractable NPC, which will be very similar to our chest that we created, but it will be a little different. So I'm gonna go ahead in just select this space, no special reason and double click it with our event, Of course, to get our event editor and let's give this person a name, just NPC one. You can give them whatever name you would like for the image. I'm gonna choose people. Three I'm going to select this night, which just seems a little strange to be in the force for type weaken do fix. Which means they're just gonna stand there. Random means they're gonna randomly move around. Approach means they're gonna constantly try moving towards the player. And then we have custom, which we can go to route. And this is where we conflict which way they move. So, for example, weaken dio based up of where he is we can do turn left, move left, move left. And then maybe maybe just stands there for three seconds and then he turns right. Moves right, moves right? And then yeah, just would just do twice. Just so he goes right back to where he waas and then we'll tell him to wait another three seconds and skip if cannot move. And he will repeat these in a loop and hit OK, so you can use whatever one of those options you would like. However, if you do use approach, I would suggest for your trigger, you make it on either player toucher event touch. That way, whenever the NBC touches the player, it would trigger the dialogue. So if you want someone in town to just be running at the player or something, toe maybe warned them about something that's going on that's happening in your story or something. But for now, I'm just gonna leave one on action button. We're gonna come into our contents. Erin, you show text. I am a knight who is lost in the force and we'll hit. Okay. Now, since we are using an NPC here, I do want to actually go back into our text, can we? And it and I'm gonna double click on face. And I want to see if we have this night face somewhere in here. Those people three. Yes, we have them right here. Someone's gonna go ahead and select that and we'll hit. Okay. And now we have a night that is going to move around in our case, or in my case, here, I used the custom option so I can select the way he moves for a little bit of more advanced movement. And we're gonna trigger by the action button in order to actual. Um, And when we talked to him, he's going to say this and let's hit, apply and had Okay, now let's jump in tow our game. Save that and let's take a look. Make sure he moves the way that we intended them to, and he's gonna move left. Wait three seconds. Turn right, Walk back two spaces and wait three seconds and they should turn left again and just repeat , which is great. And then we talked to him. I am a knight who was lost in the forest. I see. I messed up on the typing there. If we're in front of me, should just completely skipped his movements. They have turned left and you keep going that way because we chose Skip. It cannot move. And there he goes Now, if you want your NPC to move quicker, you can actually adjust that right here under frequency and speed frequency usually has to do more with Have you select random? That's like it more how frequent they move around and then speed. So if we turn that off lips like faster and jump back in, you're gonna see is gonna move a lot quicker and not take as long. But he's still gonna pause for those three seconds. It seems this how quick he takes those steps, you take those steps extremely quick. Now, if we were to change that back down to normal, and then maybe teams are frequency to highest and hit OK and jump back in, we can see if that would make any difference in the case of us using a custom movement. There you go. If you see he's moving and he's walking a lot quicker. However, it's, ah, lot smoother than what we had before, and that's just cause we adjust its frequency. So there's how we create our interactive ble NPC and that will do it for this video that I wrap us up here. I'll see you guys in the next one 7. Dialogue: All right, guys, welcome back. And in this video, we're gonna just purely talk about the dialogue options here that weaken dio. So if we come into our night here, we have this text. But I'm just gonna leave that underneath of that. I'm gonna add a new option. Now, if we look at message, we have different from Reagan to show choice. We can input number, select item. I feel scrolling text. There's a lot of different things that we can do down here. And what we can do is go to something like show choices. Oh, we don't want to have that yet is where I need option for that. Um, so let's jump to we'll go to show text again. We're gonna have to select his face again. We'll be leg. Do you know where my force is? And OK, and I'm just gonna and at this text here, just fix that. So say, do you know where my horses Then we'll select new to show choices, and we can just use yes and no, I'd had Okay. So when if we say yes or for a player says yes, we can now use something like show text once again and we can have him respond with, like, I don't know. Oh, thank you. Here is some gold for your trouble. We could do something like that. Here we go. So that's something to keep in mind there. Um, this line here Imagine that as being the end of your text box here. So anything that's on the right hand side most likely is not gonna show up. She can just hit, Enter Teoh, cause a line break. Or if we just leave the mouse here, If it'll pop up, you can just use the codes there as well. And since he is thanking us, let's go ahead and right Click it new and we could do change gold increase and we can end this increases by a constant cause. We wanted to be a specific amount, say 50. And then normally in this case, we would again have another text option, but with no face and say something like received 50 g. And if we say no, we'll go down here to this section, select new So text selector person here. Thanks. Oh, that's too bad then and hit. Ok, all right. No, it's it. Apply and what we've looked at here is we've looked at adding multiple text into this dialogue. We've shown you how to make choices. Yes, and no choices here. And we've used the dialogue here too. Also add gold to our player as well as having a no option here. Let's go ahead and apply. Okay? And let's jump in now. This is only scratching the surface. There's a lot of other things that weaken Dio There are little dialogue there. Let's go ahead. Talk to him. I am a knight who was lost in the forest. Do you know where my horses That saying no. Oh, that's too bad then Now if we talk to him again, you know? Say no. I'm gonna hit escape. We see we have zero gold there. Down at the bottom. Now hold on. I want to see if I could change the sound effects volume here. So bear with me for a moment. Okay? So you can see we have zero gold down there at the bottom. Now when we say yes. Oh, thank you. Hear some gold for your trouble Received 50 gold. Now, if we take a look, we've gotten our 50 now, like I was so saying, There is a lot of options that we can go in here. We've got timers, switchers and variables. Looks woke it into again later. We can change different stats. We can heal everybody. If you wanted to make a nurse, for example, you can change skills, change items, weapons, armor, party members. And then we got page two. We do things to the character play audio video show pictures, different screen effects. Jump in tow battles, move the player, change some system options so you get it so you could have it say, Change the window color or the encounters menu access so you can come in. And what that that does. You can change that on and off. So if you have that disabled, then the player cannot access those menus and same with save accents. If you have that off, the player cannot save in which case you'd probably want to have some kind of crystal or something that Blair can use in order to see by. And that'll cover about our basics here for using our dialogue here and our events and anything if you want to just basic dialoguing that everything you're gonna want is just gonna be a message here or probably party for the most part. Unless you want to get into a little more advanced stuff into our options here. But that will do it for this video. If you have any questions, feel free toe ask. But with that, I'll see you guys in the next video. 8. Character Generator: All right, guys, welcome back. And in this video, we're going to talk about the character generator. Now, if you guys have an older version of RPG maker, I do not believe you have a character generator. But there are other tools and websites that were created to help you generate characters that you would have to take a look at on your own. But for us here in RPG maker M V, we're just going to click the little character. I can't up here next for play button, and here's our generator. Now we can come in here piece by piece and decide no different face shapes our front hairs . Back hair may want a beard again. We could also jump over to female for wanted to make a female character or a kid character , and they're all gonna have their own custom options. Now, if you don't want toe, go through and make each individual NPC, let's say for your game. You can also just hit this randomize button here, and you could do just keeping carer. Keep in mind if you're under kid, it's only gonna randomize kids for 100 female only randomize females and males. It on Onley Randomized males, for example. Um, actually gonna keep this one for our little example. I kind of like that Faces make a nice evil character. And what's nice about this is it's going to create all of our Sprite sheets for us and one of our faces. So what I'm going to do, or what we should do here is we could save her settings here. If you maybe want to use this exact character and maybe a sequel for your game or something , it would be nice to save those. So you can just load that up later. But we can just click battler here and export. And we can just name this. I don't know. Evil elf battler gonna put some underscores in there. It's so we'll go with that. And clothes damage character. Ah, that not that was not included in there. Okay, So damaged character weaken dio the same. We could do export do evil. Well, damage and clothes. And we've got our walk character now with our walk. Since this doesn't take up a whole lot of space, I'm gonna hit this import button and under evil, I'm going to get our damaged right. Just kind of reduce on space here. Now it seems like it's popped in. Yeah, well, let's go ahead and just hit export. And this is our walk. So would you say that I Do You want to try and take a look at that one more time? No, just a little interesting. That's not showing up when we try to import it. Now with base image, that is our face image is we just come into our dialogue is for this option here where we have that night's picture. Uh oh. I did not save my character. Well, that's a bummer. Well, which you want to do is come to face image here, and you couldn't save, say, this face. And we just change this to them all face and it close now what a lot of people would do. And what I would suggest is we can then come in here and change our mouth so we can get maybe different expressions and change your eyebrows. Something like this. So now we got, like, an angry version, and we can have a base image import. There we go. So I just hit the arrow key, right? And Now we have that we can export Demel face again. Override it, Move. And now we could come in and maybe have a bit more of, ah, happy face. Have a bit more of a happy face here and face image import demo face, right. And now we can export over right again. And you could just keep doing that for as many expressions as you want for that character. So I'm just gonna go ahead and close out of the generator and if we're to look at dialogue , so I'm just gonna use the night. Here is an example. Um, if you clicked, you see, we have demo fe shares its own little sheet, and we have all of our expressions. So that's something that you can do seeing it different expressions instead of having the same expression on your care space or on you're antagonise face or whatever throughout the entire game. We could do this, that we can just kind of vary it up a bit. Show a little bit of emotion with your character, and that'll about cover it for the character generator. Here. There are a lot of options that you can go through here If you want to go one by one or again, you can use randomized here Also, we got colors over on the side here. So if you were to dio se clothing here, you can do your main color like I don't know. Maybe that and then change your sub colors and that all change your straight down there as well. So just keep in mind the colors there as well, and that will do it for the character generator. Make sure toe Save your settings for each character. Make sure to see all your faces out are your spreadsheets. And with that, I'll see you guys in the next video. 9. Creating A Shop: All right. Welcome, everybody in this video, we're going to go over how to quickly and easily make a shopkeeper for your game. So again, we're going to use our map number two here and anywhere on here. I'm going to go into set mine here, and I'm gonna add a new event. I'm gonna name him Shopkeeper I'm going to give us. I'm going to give him a spray. Let's go. Ah, I'm gonna go with this little guy and people for it. I want to be facing the right just because no real reason. All right, now, in our contents here, we're gonna go ahead, right click and go to new. And what we're looking for is gonna be on page three under seen control. Because what we want to do is who want a process, the shopping menu. So we're just gonna go ahead and click shop processing and now inside of our error little box. Here is where we can add our items. Whose right click at it and we can add an item off weapon or Armagh. I'm gonna go ahead and add this potion. Leave it out. It's standard price. If you wanted this to be some kind of special tea shop. You can go ahead and specify a very specific number, but for this I'm just gonna leave it a standard. I'm gonna go ahead, right, click and edit, and I'm gonna add Let's add the magic water as well. Let's go ahead and add a sword and what we have for armor. Let's add a ring. All right. Now, if you want this shop to L a tow purchase on Lee and they don't take anything, so you can't sell anything to this person. Then you would just take this box here that says purchase on Lee. All right, we're gonna hit. Okay? We're gonna make sure our trigger is set Toe action button type is gonna be fixed this way . They can't walk around. If you want yours to move around again. You can use random if you would like, or you can use custom liquid it earlier and set a specific path for them. Or you can use approach, and they will. They will come to you to the player. But I'm just gonna leave on a fix and leave him standing there and we'll hit, apply, and okay. And we'll go ahead and jump into our game. Save changes new game, walk into our forest and come up. Talk to him. We have our options. We hit by. We can't afford anything. But we see everything is here with their prices. Now, if we come over here and talk to our little night, we tell him Yes, we know Where's horses? He gives us 50 gold. We can talk to our shopkeeper and now you can see potion is no longer great out because we can afford it. And possession on the side is zero. But we have no gold. We can purchase one and in our shop menu with news Now it appears we cannot use left or right by most of the time. That's a shame, but we can purchase one. It now says we have one in our possession are gold was removed and if we were to go to sell there it is in our inventory. And if we pause and go to our item, we should have our Foshan right there that we can use on anybody. But of course nobody is injured at this point, but it's nothing Kunnap cause nobody needs it But that's effectively all you need to do to create yourself a basic shopkeeper. I'm gonna go ahead and change. This will change it to approach, looking for sure. You guys, that and for approach again, I would highly recommend sending this to player touch and apply. And OK, and we'll jump in and you can see the difference if we're to use approach instead of picks back to the fourth and you're gonna see a his movements are set pretty slow. So he's not moving all that quick, but he's slowly making his way over here. Let's just go ahead and change. This would change that to their and Yeah, we like that. Yeah, Okay, jumping. And that should speed him up significantly into our forests. And here he comes. Of course, you can always modify this to make a move a lot more. And now that we've touched, we could go right into a shopping when you But again, for a shopkeeper, I would personally just leave Miss fix the way he is with Action Button as our trigger. But that's it. We have a shop. And if you want to ever edit this in the future, then we just come in here and going right, click at it. And now we can just come back in here and just go ahead, ATS more items into our shop, just that simple. All right, that will do it for this video, and I'll see guys the next one. 10. How To Create An Enemy: All right, guys, Welcome back. And in this video, we're going to go over how we can create our enemies in our game. So we're just gonna go up here to the top, these two dogs or gears. And this is our database? No. Inside here, we're going to navigate to the enemy's tab on our left, and you're gonna see we have four enemies in here by default, A bat, slime, orc and miniter. But we can hit, change match room at the bottom. And for the saying this, I'm just gonna move to 10. Though we have plenty of sweets to work with now you can changes to whatever number you want. You can always add to it late in there and the future. But for this I'm going to select an empty space here. Number five, we're gonna goto image and select a new strike for this. I'm gonna use the assassin here, and we can actually change the colors or rather the hue just by sliding along the bottom. So with ninja, it doesn't make too much sense unless you want the skin color to change with it. But if we were to be doing something such as the bad. You seem to have different colors for, like, special versions off this bat or, you know, what have you So you can have a normal one there. And if you wanted more, maybe a poison one, you could do like this one here, that smaller purple green. But he and I'm going to go with the assassin. And let's see, I'm not to fund any of those colors. Really? So I'm just gonna leave my hue alone at zero, and I'm gonna hit. Okay, Now our enemy has a Sprite name. I'm gonna go ahead, name him ninja. And now we can tweak it. Stats here. Their maximum hp their MP, which is your magic, their defense. That their attack, their magic tacked their magic defense, their luck and their agility. Now you can come in here, And if you wanted, you could always copy paste and then maybe create one with even higher stats for what she can implement later in the game. If you so chose, it's gonna clear that one. But for now, we have our stats here. That gene just put any number in that you want to tweet that we've got a name for ninja. I'm gonna change my health to 200. Just gonna be a smaller enemy. And the other base in here all half their diesel icis. I'm gonna just going to give him 30 properties. Okay? Now, once you have your stats, all set up your name and the sprite, we can come down to rewards so we can give a specific amount of XP or gold for this. Let's go ahead and give 50 gold or you know what? Yes, to ah, 100 Gold for ninja Here. Experience. Let's just give 1000 now, depending on your game, that might be a lot or a little, um, drop items these air three items that you can assign the enemy to drop once once you have defeated them. So when come in here and we say the ninja drops a potion but has a one in two chance. So that means is a 50% chance that will get a potion from defeating the ninja. We can give a bow, and maybe there's a one in 10 Chance says a 10% chance of that happening, and then maybe we'll add a magic water and that'll be a one and one, so we're guaranteed at least a magic water from our enemy. Now you can leave those empty or only fill in one or whatever, but you can use this kind of odds counter for maybe if you have a rare item in your game or a rare weapon or something that dropped from the specific enemy, which could give your player a reason to grind that specific enemy out. Now for skills here. We could always leave attack because there's no reason not to have that that is gonna effectively allow our ninja to attack. Now you can use whatever skills you want here. We're just coming to edit, and we can change this. Teoh anything. Let's give him fire, because why not now? Once we get into skills and you can start adding some of your own, you can will be able to select him from here. Now conditions is interesting, and I can kind of tweak this with your game. So if you come into always, obviously they're always going to be able to use it. No matter what turn means, they'll only be able to use it on certain terms. For example, like it says here possible when the specified turn as being surpassed specifies the turn count with a plus B if phases one be history, the condition will be met at turn one for seven and so on. So if we were to dio one and three like it suggests and it's example, then it would happen on Turn One. And then the enemy would use this on Turn four, because one plus threes for and then four plus 37 so he'd use that move again on turned seven and so on, you know, 10 13 16 1921 and so on, or however long the batter lasts. HP is an interesting one. Whenever you can have this skill go on for I'm not mistaken, yes, when the enemy's age piece in the specified range. So you could change this to maybe something like this. And then when the enemy has between zero what's obviously dead and 20%. So we're basically stating if the enemy is 20% health or lower, then they can use this attack magic. The MP works exactly the same way. States is a similar kind of thing, only it would rely more on your party doing certain things to the enemy Example poison. So if you're your player were to poison the ninja, they would then be able to use this attack, which is fire. This could be more useful for if you're giving attacks, but only when say they're in a specific state. So, for example, if you were to look at this like Dragonball Z, Yeah, um, go coo could only do what say this spirit bomb as a super scene. Then we have our skill, which is our spirit bomb. And then we'd have the state that it could be applied to Onley when the super seen state it's applied, for example, party level. So that would allow this ninja teas fire if your player is level one or above or 10 and above. Whatever you said here and then switch is can be used in a few different scenarios. But basically, if you have a switch trigger which will get the switches later so you can have that, So here that switches on, then this enemy can use this attack. So those are all the different conditions. For the most part, you're probably just gonna use always, unless you want something specific happening, such as? On your turns, our based off a health or something like that. And then the last thing that we have here is rating and like it says their priority of the action of all actions meeting the conditions, the one with the highest rating will be the standard and the one within two rating points of the standard will be used. Actions One rating point away will be used to out of five times. And those two rating points who always use one in three times. So this is the rating is basically gonna back the probability of the enemy using that attack within the condition here. So if we just leave that as always, fire, okay? And now our ninja can use a standard attack as well as the fire skill. And you can come in here. You can add as many different enemies and see what like it's all going through the that exact same process. You don't really have to touch trade here. That's going into more more on the advanced side. So what? That that'll cover on how to make enemies here. And with that, I'll see you guys in the next video to make sure you hit. Apply there so you don't lose your progress. Like so. All right, guys, we'll see in the next one. 11. Battles and Encounters: All right, guys, welcome back in this video, we're gonna go over how to create a battle for our mouth. Now, for the most part, this is going to remain the same. However, the implementation is gonna change spending on how you want to do this. Because we have three different ways that we can create battles into our game. So first up, we're gonna go into our database, and we're going to come down here to troops because the troops is where this is the actual , like encounter. The battle that we're gonna have here enemies is basically what we can use to create the troops. So I'm gonna change my maximum again. I'm Scotty's 10. We're gonna come to a blank slate here. I'm gonna name this venjah, and I'm just gonna select ninja from our enemies here in our little box and click add. Now we can grab him and move him around wherever we want on this screen. I'm gonna go ahead and put him right here, and I'm going to select apply because I don't need to have any conditions on any of these. It's perfectly fine for creating our basic battle here. All right, I'm gonna apply and we're gonna hit, okay? No. You know, I've decided. I want to add two ninjas in here, maybe one down there. Now, you can come in here a mix and max mix and match such as this slime. And if you want to remove something, just make sure you click on it, and then you can just say it. Remove okay and had apply. Now, since we are going on about battles, if you guys come down here to system, you can select side view, battle up here in your options. If you want to be able to see your sprites on the side. So equipped, troops. I'll do a battle test year and would do a test with us at level one. They can use this to see if the enemies air balanced, for example. So if we do a side view battle, we'll have our sprays over here and they'll be animated. And if we didn't, we wouldn't have any that we just have our menu there in the middle. So that's up to you. And how you want to handle that. And down here in terms, this is where you can change some of your terms here for inside of your battle. So if you want to change saying tp two, something like stamina, you can make a change like that and we'll just change us to ste. Or what changed it to stamp. And if you don't want to use MP and face that to magic or mana or whatever you want to send it to so it's gonna go and change like that, you can change HB two health If you wanted, we changed levels. Maybe to rank. If you want a toe, take it that road and so on. You can change any of these terminologies here. That's all up to you. But now that we have our troops, we need to actually implement our battle. Now, there's a few ways we can do this. Now we can do it. The route of an event. Something's gonna come down here, and I'm going to select my ninja here. I'm going to change this to a pro frequency of the highest speed. I'm gonna change it. Teoh Bastar. Now he's going to get to us as soon as he can, and I'm going to change this two event touch now event touching player toucher. Just what the same thing and conditions will select. New under seeing control would do battle processing. And then we're just gonna select our ninja troop here. Now we have set up and hit. OK, now, if we go back and edit that, you can see we have two options there at the bottom so you can give the option for the player to be able to run away or if it's OK for the player to lose or if you fully intend on may be creating an O. P. Character at the beginning, that wipes the floor with your player. But then maybe later on in the game, it's a lot more even. So if you want to go something like that, you could definitely do that. So we're just gonna sit, okay, it apply. And okay, now we jump in game. Just sit there. New game. If we've run up and they say he immediately crazy fast touched us and were thrown into the battle with the men. Two troops that we made and we can come in and we can fight and build. You see, the ninjas are fighting back scope there with normal tax again. Rome thinks he's fighting completely works here, and that's one route that you can do it. However, if you do go about this routes, then you'd want to come in here and go to new right underneath of our battle processing. And let me just take a look. Where is the option I'm looking for from Page one? Let's see right there under character, we can use erase event, and then whatever this character is defeated or if it wins whichever. But after the battle is over, it won't delete itself that in this way it will stop you from getting put into a loop, especially since we have it set as a pro. Otherwise, you'll be in a constant loop of being in a never ending battle. Okay, that's one way that we can create a battle another way. If we just come to our math here, right click and go to edit, we can set on our encounter encounters could edit, and we can just select our ninja again. Wait works in a similar way that priority does for the attacks. Now we can set this by the entire map, which we will for this and you can come here to specify background and you can select what you want the background to look like. So we're in a forest, so something like this makes a lot of sense. However, if we wanted to go something crazy, we go like this. And maybe, I don't know the bottom of a ship, something like this. I don't know why, but we could. And now that would be the background for our battles. In this map encounters, we have the by default set to 30. So approximately one in every 30 steps will result in a battle that would just hit. Okay, Hit play. Now, as long as we walk anywhere on that map, we should be able to run into a battle within about 30 steps out here is perfectly fine because we only changed. Probably change that at some point. Well, if we're going to a force, we can change that. So that in here about everyone in 30 steps Well, Ryan toe about no matter where that was very quick. We see what we got into our battle, and our background is definitely working here home perfectly fine and skipped in the attacks here. That'll kill this thing, Joe, and we'll get our victory seen here. And you know, so we are, if you positive video that, you know. So we got 2000 experience because we said 1000 experience her ninja back in our enemies. Now, if we run around, we still run into battle. But again, it's going to be one in 30 so it's completely random when it's gonna happen. You can just kind of set the odds there. Now, if we come back into here again and edit the other option that we can do for a battle if we edit our ninja troop for the world is we can use specified by range. Are Ray in a region I d. I'm gonna go ahead and set this to one. And you can set these two, which ever, members. But we're only going to use one number for this. And that would be number one we're gonna hit. Okay, Now, if we go to page, uh, are this is for regions. Now, instead of the event editor, make sure on the map editor and you can use any of your tools here. Like when creating the map. And we're using number one. So I'm going to slip number one, and I'm just gonna go like that. Now, we will only run into a battle on these squares. So now if we go in save and head on into that map, we could run around here and never run into a battle. Not once. And you see, we've taken a lot more than just 30 steps by this point. But as soon as we enter those squares right here, we've got that one and 30 chance of hitting that battle. There we go. Who started it? So whichever one of those three ways you want to create your encounters for your battle is completely up to you. But that covers all three ways that we can begin a battle here. An RPG maker. All right, so with that, I'll see you guys in the next video. We'll go and stop this. We don't need toe. See another battle. Oh, I should know if you accidentally maybe put one by their click by accident or something that you want to change it. You can I use this blank space in the top left and just click over it? All right. So that will do it for how we create battles and our troops and everything there. So I see you guys in the next video. 12. Stats and Classes: All right, everybody, welcome back in this video, we're going to go over stats and classes. So if we just had on a peer into our database, we can select classes at the top here. And as you see, we have four classes set up by deep ball again, we can change maximum. I'll select 10 and you can create these and whatever way that you would like. But if we come in here and select a new one, we can name this something like, I don't know, Um, maybe a pyro Mansour. Specifically. Now you can select XP curve here, which kind of give you a visual representation, Seeing kind of set based value. You can see with numbers here, but this is for your level. So how quick your this class is gonna level up and all you have to do is just tweak our curves here. So if we were to have something like this, then you'll level up really quick in the beginning. But you'd love love, really slow towards the end. And if we have something like this, you love love really quickly, and then you just kind of even out across the board and you could see the levels here in the background. 4 18,053 And if we were to come, that's in the way up there in the nineties. And we were to come all the way that let's see, Level 63 your 18,000. So that's only a 400 experience difference in the course of just will 40 levels. So this is going to have this kind of curve you're not gonna have on, ah, huge tone. And, uh, I guess the difference in the amount of experience needed. Of course, in this, you'd have really low experience given by your troops. Um, otherwise, he'd get so likable. 63 you'd fight one ninja and you'd already be at, like, level 100. Yeah, so you can see with that. You kind of just your curves, they're gonna cancel. And we have our parameters here, which is gonna affect our stats, which is effectively almost the same kind of thing. Well, if we're creating a pyro Mansour, they probably don't need any physical attacks. So if we just double click the attack, we do have quick settings here for a B, C, the e. But of course, we can always generate a curve this way by going at level one. Say them 10 then by a level 99 they have Yeah, let's go 50 Because again, they don't need anything. I will go with a slow growth. So what, we get something like that with them being a pyro, Mansour, they don't really need anything as far as physical attack. Now, hp again change that kind of stuff. MP, um, we say leave it to get 3000. By this point, maybe it's a fast growth type would be like that. What? You'll be absolutely insane. But you can see you can even change that too slow. And that's still you're going to start off with a low amount of magica or mana, whatever. You're not going to get a whole lot. And then you're just gonna start boosting up the later you get in your levels again. If you don't want to really mess with any of that, you can just use the quick settings here as kind of like a small generator, and you cannot again you could do that for your HB magic attack defense, magic, attack, magic, defense, agility and luck. Now whether agility or luck has anything to do with your game is gonna be completely up to you guys in how you implement that kind of thing. But I'm just gonna leave these just kind of leave that the way it is and then under skills to learn this is what your class is gonna learn. So if we come down to edit, we're going to give them the basic attack at level one. And then we'll say at level three, our pyro Mansour would learn maybe fire and they wouldn't click and add. And then maybe at level 10 they learn double attack. So you just go ahead and add along this way. And then as this class levels up, your players going to learn these attacks at these levels, No. Okay. And then we have traits over here with I don't really need to get into as that is going to get into a lot more advanced stuff. However, we can touch on weapon and armor and still type here. So skilled tight is something that we can set, and we've got matching special as default there as Archie things. Um, but once we actually start talking about skills. There will be ableto go over the different types. But the main thing is gonna be looking at is equipped weapon, which this is basically gonna allow, Say, the pyre. Mansour can Onley quit? Um, I don't know crossbows. Or they can only equip a glove because they don't really have anything. And then for armor, a pyro Mansour can Onley equipped magic armor. And there we go. That's all. A pyro Mansour will be able to equip. And that really well does that for glasses there. And really much goes over all of our trade tears. Well, you can generate those curves or just used some of the pre defined ones with quick setting . So that'll about do it here. You should be able to create your own classes from here. Eso with that. See you guys in the next video 13. Skills and Items: All right, everybody, welcome back in this video, we're going to go over skills and items and how we can create some of our own. So let's go on up into our database. We'll start with skills. I'm gonna change maximum. We already have 10. Some stomach chances to 15. Now, we can select an empty space here. We can go ahead and give this some kind of name. I'll just call this firestorm of this skill for the icon, um, on a double click. And I'm just gonna take a look through, see what I think Bits. Or at least it's best for this Gonna slick this fire icon. Now we can give a description here if you would like. We do not have Teoh. Here's that skill type again that comes into play magic special and none. Now, if you want to add your own skill types or change your own skill types, weaken Do that just by coming to the types section down here by the bottom on the left, and you can add in different weapon types armor equipped this where you can change all that , your elements, your skill types. So if we just change this and chain Maybe that this to I don't know, pyro flame than in our skills. We can now select this pyro flame from our skill tight. Now, MP cost. This is how much magic it's going to cost to use it. It's gonna set that to 50 t. P is It's something that constantly recovers after every turn. He gained a little bit, So if you wanted to use this, you definitely can. Or if you don't want to, you can always just leave that at zero. Now, scope is how many people it hits, so you can set it to it. It only you can only use it on one enemy. You could do it. So attacks all enemies. The new Acela does 123 or four randomly selected enemies. Or you could do it for allies, all allies, Um, depending on if an ally is dead or it's going to be cast on yourself so you can set that on our occasion. Let's go toe, go ahead and select one random. The occasion. We don't need to use it out of battle so we can just use it in the battle screen on Lee. If we see something like Spark. That's what we have here. Battle screen alway only now if you had something like a hell, then you can use that always. That way you can use it outside of battle as well as inside of battle. So we just come back to our firestorm speed. We don't really need to change success. So if you want to have a chance of an attack failing so a lot of games, you know you have that 100%. But if you want your be, maybe maybe it's really strong of an attack, but there's no guarantee of it. Hitting TP gain would be. If you want the attack, Teoh allow you to gain or give you some more. And we don't really need to repeat this at all. Now hit type. This is magic. So it's gonna be a magical attack Animation. I have not taken a look at what all of these are, but surely we've got fire. Here we go. Let's do fire one animation too. Now for message here. You can change this. If you would like something like this, we do have default things here, so uses does or casts now it's magic. So we're really gonna go with cast year. But of course, you can always change this to whatever you would like. You know, always be used your name blank, and then that percent one, it's going to be the name of the that's up here required weapon, which we don't have to have. But if you wanted to say have this skill But maybe if we're creating, like, a transformation or something, you could have a so that the player can use this transformation, but only if they have, you know, whatever weapon equipped so you could have something like that. For example, Now, if we come up here to damage, we go to type, this is gonna deal hp damage. But this is also where you can have drains recovers, so recover would be like, If you want healing, we're gonna set this to house damage. The element is going to be fire. Now, remember, you can always change or add your own elements into your own game back in the type section formula. Now, if you don't know exactly what you want to do here, you can always come up to something like spark or fire and just take RPG makers default formulae here, and we'll just copy that and paste that in now if you want to create your own formula here , which is going into a little bit of advanced. But a at the A M attack is basically a meaning the player and M 80 is matched. Attack and be meaning the enemy, their magic defense. It was 100 plus your magic attacks that times two minus the enemy's magic defense. Times two and you could see everything all the the short numbers down there. So if you want to be based off level, or if you want to implement block into your ability in order to get your damage numbers, you can do that but went in down. Or if you don't want to mess with that, you can always use this default formula that RPG maker uses by default. Now, variants. You don't really need to change. What if we just mouse over that? That should tell us what it does, and that is degree of variability. The value of the final damage will vary by this percentage, so if you want, you could set this zero and then it would always deal the same amount. So if after that calculation, the number comes out to say 100 and your variance zero, it will always do, ah, 100 damage. But if you have that variant set to 20% like default is here, then that's gonna range from 20%. Which means that damage that's gonna be dealt is gonna be anywhere from 8200 and then you can allow, allow or disallow whether or not this attack and get critical hits. Now we have effects here for coming to edit. You can see this Hindu recover hell gain, recover magic. We can apply, states. We can change parameters of one do buffs or deep puffs. And then we have others for special grow learn skill Common event, which you don't really need to touch any of those but you can see. Especially that we only really have escaped. So that's if you want some kind of escape. Skill grow is gonna increase. One of your staff doesn't really need that. Don't really need to use any of these usually in, um, a battle. You just going to look at parameters for buffs and deep buffs states so This is where you get set something like poison, and then you'd be able to poison. This attack would also poison the enemy with a 100% chance to poison them. So in this case, with Firestorm, we could set something. Create a new state in this case for something like burn. And then we got recover here. So you have options that if you want to add effects into it into your skill and notes, um, some plug ins will require you to put things here. But for a beginner course here notes you don't have to worry about nothing ever there. That's if you want to put maybe put a note there to yourself, letting you know what the attack does or something that's completely finding up to you. Now if we jump in tow items, we can change. Our maximum will jump that to 10. And this can work effectively the same way that we just did with our skill. We could give this new item. We'll call it Angels player changer, icon. Let's see, what can we use for this? Because I'm going to make this as more of a revival. I'm not really seeing anything I want to use for this. Unfortunately, no, I think I'm just going to use this book icon. Adam, tell you we're gonna make a regular item, the default or standard price that we saw from our shopkeeper. We can set that here. We'll set that to 500. Consumable means at all consumed the atom. So if you have to and you use one, you go down to having one. You want this to be a non consumable item? You can set it to know the scope. Me sente, one ally. It's the exact same is with skills and same with the occasion, which I just said to always invocation. All these are exactly the same we all really need. This is just going to be a certain hit animation. We don't really need an animation, but if you wanted, you definitely could. Um Let's see. Is there anything here? You sure revived Teoh tell you that's gonna be HP recover. We'll just leave that as none fx at it. State remove state, Remove the knockout state and edit. We're going to recover all of your health. So that's going to remove the knockout state and heal the character. So the character is dead. It's going to allow them to recover with that And the fact that I changed to a tree recover , we could just leave that it's none, cause this isn't gonna deal any damage. And that's really it. Items and skills air fairly similar and the way we set that up. And of course, now we can come into event editor. We can come into our shop keeper here and we can edit him and we can add in our new item on our standard rice and we can't really add skills in there. However, we can do a we can do another thing here with another event completely separate where we could have it teach the skill. So if you wanted to do that, you create a new event and not use it in the same one here. Um, but we would just dio let's see where we at chain skill and then you could do it toe learn and said it to your new skill. But then you get set it through the entire party or to an individual person that's in the group and then had okay, and then that would of course, in this case, since we have this on the scene character here, this is gonna process the shop when we're done shopping is gonna teach that skill. So normally, if you're gonna have something like this, you're probably gonna set that is separate character completely. And we're just gonna delete that and said Apply. But that's about it for creating your own skills and creating your own items. So with that, I'll see you guys on next video. 14. Weapons and Armor: All right. Welcome back. Everybody in this video, we're going to go over creating our own weapons and armor. Now, for this, this is going to be pretty much exactly the same as our skills and items. So we'll go over this a little quicker. Would change weapons to 10. We can select an empty one. Um, crossbow was selected icon. Um, there. There's a crossbow right there. Weapon tie, crossbow animation. Ah, let's do a Pierce books, and we have another one above that Pierce physical. Okay, Price 200 for this weapon. We don't need to change any stats with this. And that's really all. We need the Dutch there, and we have a weapon for a game. It's that simple. And armors are going to be pretty much the exact same. We're gonna change our match room to 10. Select an empty call. This made cloth flecked in, select an icon. Here. We'll use this one armor type. It's gonna be magic armor equipment type. It's gonna be the body price 300. And then again, all we have is our parameter changes. So with our weapon, we don't really need to touch any that you can if you would like. But with something like this, this is magic armor. So we can change this to maybe increases your magic defense by 20 for example. So now, whenever you're wearing this, your magic defense, that's going to get boost about, and that's really about it. I mean, you could come in here and you could create something like this, like a ring that increases maybe your max magic, for example, In this case, this bring increases your magic attack. If we look at weapons, we don't really need to change anything. But our default here is gonna be 10. So I'm just gonna go ahead and tinker attack to 10. Which, of course, you know, if you're going to equip a new weapon onto your character like with any RPG, you're probably gonna increase the attack or magic attack depending on the weapon. So although you don't need Teoh, you probably should change your staff. And that's the only thing you need to touch there. And that's it. Have created weapon. And we created an armor. We could have a fly. We could go back to our shop, keep you can edit, and we can add in our new weapon are crossbow and our new armor, the major cloth and hit. OK, and just like that Oops, I added one and not the other. Here we go to separate entries. And now if we go and talk to him, will have the magic cloth and the crossbow in there, which we can go ahead and do row quick, boom into the force, talk to him by and there are major cloth and our crossbow. Now, with our crossbow here, you can see no one's really able Teoh and then with our cloth, Um, you see Marcia and Lucius their stats. We got the stat differences displayed there. So we see marshals got cloth, which we're gonna get minus 10 from that. So if we were to look at the armor cloth, that's increasing normal defense by 10. So by equipping the magic cloth, their normal defense going to go down by 10 because we're not increasing that, that's what that is, signifying that they're gonna lose in some of their stats, all right, And that will do it for creating your weapons and armor. It's just like creating your skills and your stats when I have stats about your skills, items, weapons, armors are all pretty well done the same way and spreads pretty straightforward. So I'll see you guys in your next video. 15. States and Traits: All right. Welcome, everybody. And this episode we're going to talk about states and adding treat here. So go ahead and open up your database and hold head over to the States tab and go ahead and change your match room so you can add some new ones. Now for this home, words just gonna add a burn state to go along with our firestorm. Gonna slip the flame icon here. Restrictions are going to be none. Our motion will go with abnormal side view overlay. Um, we go with poison and we're going to remove it at the end of battle now. Yet other object your like you can remove by damage removed by walking to something like sleep with removed by damage ticked off here with 100% if the enemy were to attack you if you're sleeping or the enemy sleeping. If you attack the enemy, they'd wake up right away or if you don't attack them, they'll be asleep for, as you see here, 3 to 5 turns. Or, of course, by the end of battle, whichever. So you got three different conditions here for the character to wake up so you can change these however you would like for your burn. I'm just gonna have mine removed at the end of battle and that's it. Now for these down here. If an actor is inflicted with state, so this would be like using ability or your attack and then the character is burned. So if you're familiar with Pokemon, it would say something like Pekka Chiel is burned or Pikachu is poisoned. Or, you know, whatever your pope money So with this target is burned was going to go like that. We're gonna set that for this as well. If the enemies inflicted with state. If the state persists, which it will, so is her. I burn. And if the state of removed is no longer burned looks now we need. Right now we have this state, but it doesn't do anything. And that is where the trades come in. The traits allow us to tell this state what happens. So we're gonna go into edit and under the elementary, we have many options. Here we have our Debus, our state rate our state resists. We have parameters, attacks, skills equipped, other. So you've got a lot of things that you can take a look at down here, but for a burn like this, words going to use parameters and using our 1st 1 here. Not that we're not gonna affect the skill he x parameter who in effect, hp regeneration. And since we want us toe hurt the enemy every turn, we're going to change this to negative. So we do Negative 10% or 20%. 5%. Whatever. You want to sit your burn too. And what's gonna click? OK, now, if you want to come in here and maybe add some more things to this, you definitely could, like, maybe you want to come into this do parameter and maybe you lower their attack. Which case wouldn't go like this? And this was like Pokemon. Their physical attack is now effectively cut in half. So you could do something like this. And now and the enemy does a physical attack like Pokemon, they're gonna basically do have damage. And they're also going to get hurt every turn as well. So we could do something like that and that's really it. We have a state created again. You cannot as many traits. And here I see what, like you could change up how the steak It's removed fueled light. But for the most part, that's really it. Now, what we need to do from here is, since this is a burn, we want to add this onto our fire skill. Our firestorm here, so under skills will come to our fire, Stan. And under the effects were gonna goto edit. We're going to go state, add state and burn, and your percentage here is your chance of it causing a burn. So if we leave it at 100% and we have a 100% chance meaning every time that we use Firestorm, it's gonna burn our victim or burn the target. Now, we do have one more thing here, depending if you went into types and you created your own type here. So if we go skill time. If you created your own pyro flame or whatever you called your scale tight, you can go ahead and slight that there and then in your classes. For your custom class, you have to come over here to the ads scale, type and edit that, and you could just change that to your custom type there. Now, if you want them to learn multiple different kinds of coming here at it, and you could do the exact same thing. Still, we come toe parameters here and oh, not parameters. Skill at skill type. And then we could then at magic. So then could learn magic and pyro flame or a powerful in special or whatever combination you want to put in here. And it's that simple. So what? This we're gonna come down here into your skills to learn and just make sure that you have your firestorm in there. I'm just gonna have mine at level one, and that's about it. For that, I'm gonna set Harold here. And when a chain make sure he's a pyro Manson for this by default, he is hero. But I'm gonna change them to our custom class here, and we can go ahead and jump in And you can go, sir, Let's go ahead, save that and jump in and get ourselves into ah, fight here. Okay, Now you see, we got fight. And now we have pyro flame here, which is our custom tight. We hit that and there's our firestorm. Now I've changed my magics That had set only five for this. Use it. It costs 80. He's now inflicted with the fire and you can see at the top. It's saying that the danger when it conflicted with burn and you can see it's selecting kind of a random target when we use it. And that's fine for this. You can adjust that in your skill. If you would like what you see there taking damage every turn now and this will probably finish him off. Yep. And then we have the end of our battle. We have the end of that test there. So in our skills, remember our scope was one random enemy. So it was working perfectly fine. It was selecting one enemy and was picked one at random. So again, if you want, if you want to be able to select your enemy, then you just set it on one enemy, and then you can pick which ninja you want to attack with. That I'm just gonna leave my mom random, and that does it here to cover our states, making them do things using our traits. And then we added it to us into a skill, and then we made sure that that skill was added into our class properly. All right, that will cover it here, and we'll see in the next video. 16. Switches and Self Switches: All right. Welcome, everybody. And in this video, we're gonna talk about switches and self switches. Now, if we come into our night, Did we? We did not. Okay, so we have a lot of things in our night here, But how? One thing that is a problem is this can easily be manipulated. Because if we say yes, we'll get our gold that will end. And then we can continue talking to him and just stockpiling gold over and over and over. And what this We will now have an exploit within our game or a bug that the player could take advantage of. And we wouldn't want that. So what we can dio is insert in right after our gold. We can scenes, a control self switch under game progression. And we do. We can do self switch A. Each event can have four self switches. We only need one for this. Subliminally this A and turn that on. Can we just cut and pace that right about there? So we have our self switch underneath, and that's great. Right now, the self switch doesn't do anything. Now. What a switch does is it tells your game that if this is on, do this. And if this is off, do this. Now. A self switch does that same thing, but it's on Lee contained within this event. So what happens in here only affects what happens in here, whereas a regular switch. If you do something at the beginning of the game, Um, that that might flip a switch, and then that switch might impact your game later in the future. You make one decision. Maybe it's beginning of the game and you can have that say, carry over towards the end of the game, have all those decisions come back and they bite the player. We're picking bad choices or something. Where is that? What? This self switch were only affecting our night here so we can go into what we can do from here, since we're controlling ourselves switching, turning that on. We need this event to know what happens when we turn that on so you can create a new event page and we can select our same night here. It's gonna find him believe that was our night. Yes. So we just select him here and now, for the conditions were gonna take off self switch and we're gonna make sure we have a So whenever self switch A is on which I'm just going to come back, Teoh Well, when a is on do this. So we're gonna go back to one and let's see anything we can do. No, we're going to create our our new ones here. So in our contents on page two, we're going to go to new honey. Don't text. We're going to select a base our night and we're gonna be like thank you so much for helping me find my horse. You are so kind and that's all we do. We hit OK, and then that's all he's going to say whenever switch days on. But contrary we could we could make this a one time thing. If you say no, you can't go back and change your mind. And we could easily do that by coming in and inserting a new another self switch only were already using a So we need to use be and say OK, and now we create a new page again, find our image here self switch be And now we can go ahead and add maybe some text here It's like our night and be like You should learn Teoh respect. I don't know the queen. Let's leave it like that. Now, if you want to take this further, you could then maybe come in here and star. Was it Page three? Go ahead and maybe started battle. If you have a battle set up with this character, if you wanted, you could do something like that. Go with that. That's controlling ourselves, which is so basically what we're doing now we have our text, and then if we say yes, he's going to say Thank you. Here's some gold for your trouble. We're going to get our 50 gold and then we're going to turn this on And then next time that we talked to him, he's going to say, Thank you so much for helping me find my horse. You are so kind, and that's always going to say every time we talked to him. From now on, however, if we say no, we don't want to help invited or we don't know where his horses, then that's going to trigger a switch. Be and then every time we talked to him, he will say, you should learn to respect, but it apply, okay, and let's jump in game and take a look at our night jump into our forest. Now we could talk to him. I am a knight who was lost in the forest. Do you know where my horses we can say no? He's like, Oh, that's too bad then and now that will flip self switch Be so we can talk to him again, saying you should learn to respect the Queen and he's going to say that every time we talk to him now. However, if we were to restart that, come on and talk to him. We say Yes, thank you. Here is some gold for your trouble. We received our money and now if we talk to him, says thank you so much for helping me find my horse. You are so kind. So a self switch can be used for dialogue like this, instead of having to use something like variable, which we'll talk about later. However, this guy is still gonna sell us stuff, but we can change him with our night by using a switch that'll affect the rest of our game . So let's go back into our night and where we haven't seen no and our switch. Let's go ahead and create a new and insert on Page one here. Let's have it control a regular sweat. So we have single Switch one, and I'm just gonna click on that. That way I can give it a name down here and I'll name a rude player and I'll hit. Apply. It's now we have their switch. Rude player. So whenever that switch is turned on and that's what we want to do here, that's gonna flip that and that's not going to do anything for a night here. It's not going to affect him. He's still gonna work exactly the same, but we can hit, apply. We can come to our shop keep, and we can actually insert a conditional branch here so we can dio Yeah, root player is ah or no, we should do it daily. We do, if the roof player it switches on and we will create else branch here now would just grab our shop processing, cut it and paste it into our else statement here and then for a rood player, go to new show text. You are too rude I do not want to sell my goods to a rude player such as yourself. Now you can come in here and you can give him a face. Food like I don't know which face would be hiss in this instance. Um, let's give him this one. So now our switch is being triggered by the night, but it's affecting something else in our game which would be are rude player sweat. So now if we go in, we can save this jump back into our forest. We can run up talk or a shopkeeper, and we're still gonna be able to buy things. If we talked to the night, we say, yes, we get our money. He still says what he said before, Thank you so much for helping find my horse. You are so kind. And now we could talk to the shop keep and we can now buy things from him with the model with the gold that we just got. And we can no longer exploit that. However, if we were to say no to our night now and say no, that's too bad and we talked to him. He says that we should learn to respect the queen, so that's still change are not changed. That's still the same. And we talked for a shopkeeper, and now he says, You're too rude. I don't want to sell my go. Apparently, we got ah, edited our text. There are my goods to a rude player such as yourself. So now, because of what we done to the night with triggering a global switch like that, it's affecting something else in our game. But the self switch only affects him. So that's the basics of how a switch works. Another one that we could do, say, say, we grab this chest and we could pull this down here. You can edit and maybe when we open up the chest, we also maybe control a second switch for greedy Merchant and that would be turned on. And then for a merchant here, we could then have a new event page, which would just copy over this right t. Which one was he? I see this one. No, no, he was not. It was at one, and we could have the condition. When pretty merchant is on, we come down here and change this to approach. For example, crank all of that up on event show text. Can I have that? I really need that for my collection and just we save I'm gonna hit preview. That should fit just fine. That's good. We'll head. Okay. And then we will now turn this switch for greedy merchants and hit. Apply. So now when we open up this chest with this being something else that you can do with switches to trigger other things that happened is when we open up this just everything's fine. We can shop, everything is good. But now when we open this chest, we just let the switch. And as soon as we finish this dialog, he's gonna run over to me. Can I have that? I really need that my collection. And then you could simply add in a choice, yes or no. And then from there, whatever you want to happen from there and of course, he's still going to sell us stuff, cause now we're back to our first page and everything is back to normal. So if we go, we say no to the night and then he won't. He won't sell us anything. We've already jumped into that before. So Hopefully, that helps you learn what a switch is and the difference between a switch and a self switch . All right, that will be it for this video. And now see you guys in the next one. 17. Variables: All right, everybody, welcome back. And in this video, we're gonna talk about variables now. Variables could be used for a lot of cool, advanced things, such as getting the players position, um, creating a mini map and on your screen where you can actually see the player moving around on the map. This would work for something such as, um g t a, for example, where you could see players moving around. So what I've done here is I've created a little NPC here. Nothing in it. But what this NBC. We're gonna use variables in order to get the player Teoh. Guess a number. And if the number is correct, we're going to get one result. And if it's wrong, we're going to get a different result now. You can use this for all sorts of things, such as doing a code for a lot chest now where the player has to input the right code. But what this We're going to just have have the player guess a number, and if they're right, they'll get a reward. If not, I will say play again. All right. So with our NPC here, the first thing we need to Dio is going to new and we need to control a variable and we're gonna use variable to which I have named code for this and we're gonna set it. Teoh, that said it to six. Now, if you want, you could dio something like random and it would randomly pick a number between, say, one and mine. And since we have the set to start, every time we talk toward this number is going to change. But for this example, I'm just gonna use a constant and make sure it's always six. An operation will, he said, Okay, now we'll go to new Well, at some text will say, Can you looks or do you know how many fingers no toys I have? We'll see. OK, I'll say nil. And now we can do in foot number now, since our sense of six, we're just gonna need one digit. But you could easily change this 2 to 3 as many as you need all the way up to eight. So if you're doing something like a chest, you might want to do like a three digit code or something for this when you gonna do a one digit code we'll head. Okay. And one thing I should mention there is the variable that we have said here I'm using variable one which have set us player code. And now whatever number we put in here, it's going to be assigned to that variable. So if we put in five player code is going to equal five 46 it's gonna equal six. So we can do that. We do new, and we can use a self switch with this. A will turn that on. We can create a new page, get hours right back, and was self switch a on. We could then come in and control. No, we're going to do a conditional brand. We're gonna have basis on variable. So the player code is equal to variable code, and we can do in else Brandt. So if the code the players input is equal to what her number is, then weaken show text and be like, Okay, you got it right. Here's a prize. And then what? Added new and chain not changed weapons we want Teoh actually has changed. Weapon would do sword will increase and will add one to that. And now for else we could be like we can not some text and be like, boo who? You got it wrong. Will you try again and thats going new. And we can either just do a self switch and turn a off or what I'm gonna do is I'm gonna do show choices here. So the players the option of yes or no and then if they select yes, I will change the self, switch a and turn that off. And if released like, no, nothing's gonna happen. Okay, So what we have here is we're setting our variable to our code. We're gonna set that to six. And this NPC is going to ask you a question toe where the player is gonna input a number, and then we're going to control the self switch. We're going to switch over to number two here, and the player can then talk in there. If the player got the code right or in this case, the number that we're looking for. Then she will say, Yeah, you got it right here. Surprise. And she'll give us a weapon. Otherwise, if it's wrong, she's going to say boo, You got it wrong where you try again and the player says Yes, we'll be right back at the beginning. What? She'll ask a question. And the player will be able to guess that number again. That's it. Play jump in new game, jump into our forest talk. Do you know how many toys I have? Let's say nine boohoo. You got it wrong. Will you try again? If we say no, we're going to keep that. Dialogue is nothing happens. And if we say yes, we're gonna turn the switch off and go back to being able to guess again. Do you know how many toys I have now? Let's get six. Which is what our coach be set to if we talk to her. Yeah, you gotta right here. Surprise. Now, if we go into our items looks not at a weapon, you'll see that we now have one sword. Now, just like with the night we now have a loop here. We can continuously do this, and we'll just completely stock up on swords. So of course we should prevent that. So on page two, right after she gives you a weapon, we do new. We can add another self switch for B turn. That on, get a new page when self switch B is on, we can select are straight there. And would you show some text? That was fun. We should play again sometime and we can hit okay and apply. And that small one change there. We now prevent our player from being able to exploit that putting that ending in. So the nominee choice I have, let's say six talk. Yeah, you got it right. Here's your prize. We can double check. We did get one sword. Now, if we talk, that was fun. We should play again sometime, and that's all she's going to say now. And if we look at our items, the player can no longer exploit being able to get multiple items like that. So we fixed one exploit with that and we fix and exploit with our we've gotten into about Uh huh. We fix an export with our night there, so it's gonna go ahead and close that, but hopefully that gives you an idea of what you could do with variables. Um, some more complex things you could do is karma system, and then you have based on whether you're karma is X amount or higher. The NBC might rack you this way, or if it's lower, they'll rack to you in a different way. So there's many different cool things that you could do with variables that you could do with your game. Some of them is fairly simple like this, whereas others may be a lot more complicated about with that. That'll do it for this video. Hopefully, that gives you an idea of how we can use variables within our game and I'll see you guys in the next video. 18. Common Events: All right. Welcome, everyone. And in this video, we're going to talk about common events. But we're only going to go over briefly with a fairly basic example as comedy events really starting to get into a lot more advanced things that you can do in here. That may really confuse a beginner into this engine. Let's go ahead. Hop into the database. And a common event is something that she confused. Teoh. You can use as part of, say, a skill, the trigger, certain things to happen, which is how we will be using it here as well as using in the over world like this. So with our first common event here, I'm going to go ahead, name this, um, power up and we're going to go to New on Page Street will change actor images. In this case, we're still using Harold. So let's go ahead and change his character, too. Change them to this one and side view battle. We need to change a swell. It is right here and we'll hit. Okay, And now for common event to change that to Let's make that normal. No one's gonna slip new change actor image and we're just gonna hit, okay? Because we want the default images back. Okay. Now, for our skills, go ahead and create a new skill and call it power up. Make sure your skill type is set to your pyro flame. The scope will set it to the user and for effects. We can go ahead and go to other common event and select power, and we could hit. Okay. Now, if you want to add any other boost in here, you can definitely do that. For example, I can outdo HP recover here and under effects. Let's see. We want to do anything. Cheerless. Booth flips buff are matched. Attack for five. If we just come over here, let's see Sam Bubble going pop up again. There we go. Raise thief fluctuation level the specified parameter by one. For each level, there's a 25 except situation and the original value at an increase of up to levels To raise your parameter two more levels of one time, you're gonna expect multiple times. So we're just gonna go ahead and at that once and that'll last five turns. Okay, so now that we have our SNU skill now we've added our power of comedy event, too. Make sure you come to class and make sure you add the power up to your level last year for your class so that they can actually learn it. And the last thing we have to do is in our world here where we can run into battles, we need to just add an event. It could be anywhere. It doesn't matter and it's not gonna have any image whatsoever. The trigger. We're going to set his parallel now. Parallel is gonna allow this event to run alongside your player, whereas auto run is gonna force this to trigger and your player cannot move until that is done. And we don't want that. But something like a cut scene is where you would do something like an auto run. So here in the contents, let's go to new and we're going to change actor image are not change after image, we could. But for the sake of this, we're going to use on page one the comedy event, and we're going to call the normal event apply. And okay, now, when we jump into a battle, will be able to use our new power up And when we get out of battle, we should be back to looking normal, such as we do right now. Let's get into a battle. All right, We go to fight Goto our pyro flame, and we've got our power up. Now, remember, this is going to give us a boost to our magic attack as well as changed the way we look that you could use something like this for power ups or again with Dragonball Z uses for creating a super seen type mode Boom are spread, its chains healed up. And you can see in our little box down there that we have a magic attack bonus. So now who use this will do even more damage. Normally, that would do around 70 something. But you saw there We hit 92 with that one 99 on that one. So we're getting a good, like, 20 more damaging, which is really good for this power up got 80 there. So we got one on the low wind there room. And when this battle ends, you're gonna see our spite return back to normal room. And now we're back to normal. If we take a look at our skills. Everything's their status. Quit. Everything seems, well, just fine the way it is. So there you go. We've used a common event in a very simple form to create a power up that changes the way we look in battle and in a small event, in order, Teoh allow us to change back to normal. That has a very basic way that you can use comedy events. You could use a common event if you're making a stealth game to set up some buttons for maybe a disguise. So it doesn't have to be something that's used in battle. It could be somebody set up or something outside of battle and we jump into battle and we're back to normal. And just for comparison, will do this 92. Excellent. But you can see everything's there. We use power up. We've got our boost. Get that little hell are spread changes. We'll get that little hell are Sprite changes And once we're done, our battle will be back to normal. So that will do it for your introduction here to common events. Hopefully I kept that a simple and easy to understand for beginners as possible because common events can really jump into some fairly advanced things that you're not going on, but that'll do it for this video and see in the next room. 19. Cutscenes: All right. Welcome, everyone in this video, we're gonna go ahead and I'm gonna show you how to create some simple cut scenes. Now, you can take this and go as event as advanced that you want, including calling some other events, flipping switches, variables, you know, things that caused other things happen. Oregon, of course, is having all the one. So what I'm going to Dio is when I walk up into our little forest year, I'm gonna have a cut seen happen so that our player walks up over and all the way until we reach our character here. And then where there's gonna be a bit of a dialogue? Um, I don't know. Maybe he'll hit the player or something. So will cause a screen flash. Well, you know, whatever else that won't decide to put it in there at the time, Let's go ahead. We need to you create a an empty event. Now you can just put this anywhere on the screen. It doesn't really matter. I'm just going to stick my inside of the trees. The image doesn't need anything. We need the trigger to be auto run. So triggers as soon as the player. Ah walks into the fourth year. Now, if you want this to trigger a different way, then you can essentially have it just like this. Except you would also have your whatever switch whatever switch or variable or whatever else you want to trigger the human. In this case, we don't need any conditions because we want to trigger it as soon as the player enters. So when are player enters? They're gonna be standing right here. So we need them to go up. 12345 So it's just come on in and were due on page two. I believe set movement wrote, This will be for our player. If you want. You can actually select other events here. I'm so if you wanted to move now, maybe a shopkeeper, which I believe was this guy here. If I'm not mistaken, we could move him as well. Which, you know, I think we will. We'll move him. You go left twice and then you are not left. We'll make a go. Delete those you go to to the rights that a place him right here. You go down three. 123 Go right Twice down. three that places. I'm right here, so right beside another character here. So I'm just gonna go ahead and set. Hit? Okay. I'm gonna hit new. We're going to get a movement route for our player, so he's gonna go up five. 12345 That place them right here. And he's go one to the right, and then when he needs to turn and face up So we just select turned up. And now these two. But the shop came here, and our players should both be facing this direction right here. Face each other and we'll hit. Okay. Well, then follow up. By bringing some text, we're gonna show tax, which is gonna be on the first page. Let's get our Shockey guy here. I should probably make sure if this actually is our shopkeeper. How? Before continuing on. So it's gonna hit, apply and just double check. Yes, he His event name is shopkeeper. Okay, so in our text year, we've got his picture and we're gonna be late. You sudden be in such a hurry. You should. I don't know if that's going to cut off. Let's take a look. That is so I have to do a new line here. You should calm down for a moment. Okay? Show another textile. I will bring Harold in here. Um, no. Maybe he's got a bit of an attitude problem. It would be like, You can't tell me what I want to do. Um, this is a free country, and we know that fits. And now we'll say, for example, he hit our player. I'm so to indicate this on again with this, we're actually gonna go to page two and use tent screen, or actually start not tension. We're gonna flash the screen. We don't need to tend it. So do a flash screen, and we're gonna pull our green out. We're gonna pull, read out, and then your intensity is going to be up to you on how intense you want this red to be. So you do something like that. Um, duration 60 frames. That will be one second and wait for completion. Of course, steam has horrible how overlay when it comes RPG maker, some things just go away now. Thank you. Well hit. Okay. We got our flash screen. We'll show some more tax hair. Old would be like, Why We'll just be like that. Um, I don't know which I of more text bring up a shopkeeper. I told you to calm down and relax for a moment. All right, so now we can We've got some kind of dialogue going on here. Um, we go ahead and things not changed. Let's go and add in some weather at the beginning. So it's change this. We'll have set weather effects. Would do. Great. Now let's do storm crank the power up to maybe a seven. The duration. Um, honestly, I not really sure how long we want to go here. Let's do Let's see if we take out our calculator. We've got 60 frames a second. Multiply that by I don't know was a 60. Because if this should not be getting longer than a minute, I'm to go through this. That's 36. We can't. Okay, so what? You said that 999 then that's just long. Wait for completion. We're gonna turn off because one are seen to continue during this. So now it's going to rain. When we start, our shopkeepers gonna move, our players gonna move. We're gonna have dialogue happening between them. We're gonna flash the screen home. We have some more dialogue exchanging. Let's see. What could we use now? Ah, you know, when we flash our screen, I Let's do it before or after, Right after adding a sound effect. So special. I centric display s e. On And apologies. If some these are allowed to turn that down just in case. Let's see. No, try damage. I think I like damaged three. I'm gonna go ahead and select that. All right, Um, if you want your player to take, maybe a little bit of damage from this then would come into here as well. Page one, change a tree. Uh, we do the entire party in this case doesn't really matter, cause all we have is Harold, we're gonna decrease it. Well, say five. He does five damage. Uh, next for a final thing, we're actually enough to move our shop. Keep back up to here so that he makes sense when he runs over to our chest. Let's see, you didn't write, Write Down, down, down. So we need to now move him with page two movement. Wrote cases to you, shopkeeper, and we can see. Just move this out of the way over here. Now we can see we went, um, went to the right twice, and then we went down three times. So we simply reversed that, uh, changes to shopkeeper up. Uh huh. And then to laugh, and then we'll turn him right. Of course, we'll wait for completion. Uh, what did we do on our 1st 1 here? I'm gonna turn that off so we don't wait for that completion. I'm that way. It moves on to our player so that they both move at the same time. So our first shopkeeper movement, we're not gonna wait our player movement. We will wait. And then our second shopkeeper movement, we will wait again, so it should apply. And okay, now we can go ahead and jump in. Um, Okay, hold on. We should do one thing. Not in the database. Let's go ahead and add erase event down here at the bottom cause you would only want to cut . Seem to appear One trait, not multiple times. So let's just do erase event. Er Page two under character. And now we can jump in. We'll goto new game. We'll come up, go into a little force and the cuts, you know, take over. You should be in such a hurry. You should calm down for a moment. And when she got rained out a storm going, You can't tell what to do This a free country the next we should have the hit sound effect as well as our screen flash red. Harold asks why I told you to calm down and relax for a moment, and then he's gonna go right back up to his position, ready for us to just continue our game. Maybe open this. This is chest and he comes running to us. And how that I really that for my collection it And as you can see Well, in this case, I kind of locked myself. I don't think, uh I don't think this character here her may not be here in a beginner. Siri's. Honestly, I don't remember if I put it in that one or in the other one. But with that, you can see he moves in, takes. Look at it Just for that thing. I'm moving over there now. A in case it is into a situation like that. We can always walk by, but I mean creating custom is just as simple as that. Um, if you need to change the way the character looks and your cut scene say, before we erase event here before we do that, we could dio I'm Where is it? You could transfer the player to somewhere else. So if you want them to, like, fall into a hole or something, you can transfer the player. Or if you wanted, you know, maybe your character cast a spell or the enemy cast a spell on you when the transformed You're so I'm not transformed. Tell afford you to a new location. You could use transfer play there. Uh, let's see. He's one when I'm looking for. And of course, we always go free to do, like, show choices. Of course, if you want to have some dialogue choices, they're branching into your cut scenes. Let's remember toe script out both results. Variables, switches, timers, conditional branches loose all of these different things. Uh huh. Kind of map name, game over title sees. I'm apparently just looking over. I have the one I was looking for. I think I actually want to move my cut scene for my shot in fact to be above my screen flash, uh, wait for completion. It's not. That would be why that was triggering that way. Just put it back in like that. Uh, let's go ahead and Osos grow in. Maybe a screen sheet. Our seven you're seeing 76 under 20 frames, actually, just 60 families. Probably good. And as you can see, slower. The more we go about this, the more detailed are cut. Scene starts becoming, we walk in cuts, he takes over boom, boom, and we get our sound flash and screen shape. And just little things like that starts making this a little more impactful. But they go. That's how you would create a cut scene. You just need to go ahead and, of course, flesh it out to be as advanced. Aziz you want, you can have multiple characters change your movement routes. You could have things appearing and disappearing. Playing your animation sounds all different kinds of things, as you saw in there with fade ins announces, Well, you can take advantage of any of those things during this. Of course, it would take a look to see um, a fair at this level, you may not have noticed the five damage you can see. That's how we create cut scenes during RPG maker. It's just up to you how simple or complex you want to make it. Alright, guys. So you might notice that once you've come in here and go into the forest to cut scene plays , what, And you notice when you leave and you go back in the conceding plays again, which will see year, which is sad. Quickly go through this boom hit come through Yes, leave. And then we go back in and we see the place again. Now, if you want your whatever event to trigger multiple times like that, that's where we confined. But if you don't, if it's a cut scene way to the story, you don't want the same thing to happen over and over. Especially if it's story has an important to the story. If you're main villain, maybe he left toe another town and yet he keeps showing up right here. That's gonna be a little weird. It's not gonna make much sense. So to fix that, it's gonna be very simple. We're just gonna edit are cut scene event here, then, just before it erased it. So what is going to go ahead and seems a self switch? Something which a turn that on and that will create a new event page for the condition A being on for self sort. And we had a fly. Okay, so now what that's going to Dio is before it erases itself, it's going to switch over here and just percent for just to be safe for any measure. I'm just gonna go ahead and race event here as well. You don't need to, but I'm gonna go ahead and do that. So now whenever we show up in here, it will be like, hey, self switches on, we're gonna look at page two. And what does that say? It just has to race. So or am I? If you don't put, that's just going to say to do nothing, So it's not going to trigger again. So we have to trigger the first time if we leave and come back. It's not gonna happen again, as you see, So I just wanted to put that in there, just in case you guys may ah, didn't know how to do that or did not change it then there you go. There's how to prevent from happening again. But there you go. That's all. I just wanted to add that onto the end here. 20. Background Music and SFX: aren't welcome everybody. And in this course I'm Scott. I quickly show you how Teoh get background music to play in your game for whatever you go to new, but new maps, etcetera. So in previous video, we created any event up here during the common events to switch us back to normal and all we're gonna dio it's got a new We're gonna go to page two and play background music. And you just like anything you want. Of course, if you import some audio, you can set that you complete the volume The pitched Japan. I'm just going to dio Field and I'm gonna set the volume down Teoh Life five because it's probably gonna be loud. I'm gonna set mine down to one for this. But that sounds good. And if you got it the way you want with your pitch and your pan and everything, then you just go ahead and hit, OK? And since that's already set to parallel, that should be fine and apply. Okay, I should probably stop on that. Saudi is just gonna keep playing until it's finished. So at it stop. All right, now we jump in, and as soon as we enter this map into our forced, that audio is gonna start playing. There you go. And if we leave since we don't have anything that says the audio stops on this map, it's just going to keep playing. If we come back, it does not restart. That's already playing. And it's that simple. If you need to stop music for whatever reason, then in the same section here you can fade it out. You can save it bean replay and say BGS is just gonna be sound effects. So, for example, with that, we can come to our chest on and here when the chest is open, we could just do new and play sound effect, and that's it. You can really select whatever you want. In this case, this is more of, ah, background noises. Uh, that's why BGs background sound. We want play s e sound effect and then we could just we could just select a chest and said our volume. So if you wanted to add a sound effective that that's how you would do that. But what That that will do it for this and I'll see you for the ending here 21. Project Deployment: All right, everybody, welcome back in this video we're gonna talk about deploying a project to be used. So first up, make sure that you save your project. And then if we had over two deployment, we're gonna have the option to deploy the Windows Mac Os, Lennox, Android and IOS or white browsers. Now, if you plan to go to Mobile with Android and IOS, that is going to require a little more work afterwards. But for this we're gonna go with Windows and we're going to exclude unused files. So any images or audio that we don't use will not be packaged. And that will keep our overall file size a lot smaller. It's going to keep it down. And if you want to encrypt your images and audio, you can set that here as well as your key. So let's go ahead and hit, OK, okay. And we just come into our output folder and there it is, and we can launch it trying to keep all these files together. It should work just fine now, apologies. If this is loud, when I select this, but I'm going to turn the audio down, okay? It wasn't It's gonna turn these all the way down. Teoh Really loud and I can turn my audio back up. Here we go. So hopefully that will be a lot better for everyone. I wouldn't go to new game into our forest. We can play the guessing Game five. Got it. Wrong. Play again! Six. Get a free sword. Talk to this guy. Cost the world's no word is no! And now this guy won't let us shop with him at all since we're too rude, this is the chest. He comes over stone and we get into a battle by airplane and we get to our power ups. Wow! Right! Changes! We got our stat boost. We had to hell there. It's a lot quicker, But now, as long as our other parts, our spray should be returned back to normal after this. And there we go. Everything works just as it did during play testing. So that'll be it for this Now. See eyes and are in the final video of this course