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  • صفحة 10 من 41 الأولىالأولى ... 567891011121314152035 ... الأخيرةالأخيرة
    النتائج 181 إلى 200 من 809

    الموضوع: Montada E3

    1. #181
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      شوف اخوي مستر بلاك مان انا سويت مثل ماقلت في موضوع اختفاء الشخصية وذهبت للصفحة الثانية واخترت موف اوفنت واخترت شينج جرافيك وما حصلت chip set ابدا
      كيف احصلها ؟
      اتمنى ان تشرحها بالتفصيل والسلام ختام
      هناك أناس ينحتون في أعماقنا مشاعر رائعة . و يخلدون فينا ذكرى لا تمحى .
      نهفوا إلى رؤياهم . ويزدان الوجود بهم . لنا الفخر بحبهم ولنا الشرف بصحبتهم .
      فليحفظهم الله أينما كانوا . وليدم بيننا وبينهم الحب فيه .

    2. #182
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      الرسالة الأصلية كتبت بواسطة كبير المحترفين
      شوف اخوي مستر بلاك مان انا سويت مثل ماقلت في موضوع اختفاء الشخصية وذهبت للصفحة الثانية واخترت موف اوفنت واخترت شينج جرافيك وما حصلت chip set ابدا
      كيف احصلها ؟
      اتمنى ان تشرحها بالتفصيل والسلام ختام
      هذي سهلة جداً روح و إختار أية صورة ل CHIPSET سويلها COPY و بعدين سويلها PASTE في ملف ال CHARSET و بهذا راح تحصل CHIPSET

    3. #183
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      يا شباب أنا راح أرفق لكم ملف مكتوب بال WORD بس باللغة الإنجليزية و معاه صور و هو يشرح لكم كيفية وضع حوار في القتال أو كيفية جعل نقاط ضعف في الوحوش و غيرهم ..... يعني إذا كنت بتتحدى زعيم و تريده يتكلم أثناء القتال و يقول لك مثلاً ( GO AWAY NOW OR U WILL DIE ) فإقرأ هذا الملف و أيضاً فيه الكثير من الأشياء الخاصة بالقتال
      الملفات المرفقة الملفات المرفقة
      • نوع الملف: zip mr.zip‏ (171.1 كيلوبايت, المشاهدات 67)

    4. #184
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      هذا لكيفية وضع الليل و النهار تلقائياً
      الملفات المرفقة الملفات المرفقة

    5. #185
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      هذا لكيفية صناعة مصباح يعني مثلاً إذا كنت تمشي في كهف مظلم و تريد مصباح لترى فإقرأ هذا الدرس


      I'd like to send this tutorial to the RM2k FAQ's, Tutorial page.
      I'm sure beginners will appreciate it very much.

      Hi, I just thought that maybe some beginners could use this neat,
      and easy trick that works well for RM2k. Remember in games where if your
      hero walked into a cave and could only see the first few feet in front of him?
      Which was really a black picture with a hole it in. ... and adjusted to follow
      the hero until he exited the cave?.. I was fiddling around with rm2k, and
      found this.

      First - Make a picture... Solid black. Directly in the center of the picture.
      Create a small circle, use a color like green, or pink. Then
      fill in
      the circle with that same color. So what you have is just a black
      picture with a green/pink circle. Save it in a folder you can
      find easily.

      Second - Go to your RAW Material Editor, click on picture.. and then on
      Import.
      Find the picture you made, and open it. When you have done this
      the
      picture you drew should come up. And the circle part of the
      picture should
      blink, telling you that, that area is transparent. If it doesn't
      happen
      the first time repeat the process of importing that picture
      until it does.

      Third - Go to the map you want your "Lamp Light" to work,...now... on that map
      you'll want to expand your map size by an extra +20 x +20... So
      like if
      you map is 35 X 45 .. then enlarge it to 55 X 65.

      Fourth - Center your map so that everything you made is at least 10 tile
      chips away
      from the very edge of your map on all 4 sides.

      Fifth - Make an event, anywhere....it doesn't matter. Make sure you choose no
      graphic in the little window. Then go to "Show Picture" on your
      list of
      Event Commands, it should be the second tab page. Select the
      picture
      you imported earlier. Make the X: 160 and the Y: 120. Do not
      check
      Move with Map. Magnification 100% Transparency 0. Check Stir,..
      And No additional effect. Now last but not least, place the
      Event Start
      Condition as Parallel Process. No need to bother with any of the
      other
      things there. Just hit Apply, and Okay. Then your done.

    6. #186
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      السلام عليكم ورحمة الله وبركاته

      أخوي MR. BLACK MAN أنا قصدي يعني مثلا في بداية اللعبه

      يأتي جيش ويدخل مدينه ويقتل سكان هالمدينه بالأوتو ستارت


      أو لما أدخل فرضا مدينه بمجرد دخولي لها يأتي شخص ويقولي تعال

      في شخص يبغى يكلمك ويلحقه البطل

      أو مثل الديمو لما يأسرونه ويأخذونه للسجن

      أشياء زي كذا;-)

      وأرجو إنك تعطيني مثال مفصل شوي الله يجزاك خير إنشاء الله

      ومشكووور أخوي على الملفات أنا نزلته والحين إنشاء الله راح أقراهم:0)

      والسلام عليكم ورحمة الله وبركاته

    7. #187
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      Re: السلام عليكم ورحمة الله وبركاته

      الرسالة الأصلية كتبت بواسطة gaintfoot
      أخوي MR. BLACK MAN أنا قصدي يعني مثلا في بداية اللعبه

      يأتي جيش ويدخل مدينه ويقتل سكان هالمدينه بالأوتو ستارت


      أو لما أدخل فرضا مدينه بمجرد دخولي لها يأتي شخص ويقولي تعال

      في شخص يبغى يكلمك ويلحقه البطل

      أو مثل الديمو لما يأسرونه ويأخذونه للسجن

      أشياء زي كذا;-)

      وأرجو إنك تعطيني مثال مفصل شوي الله يجزاك خير إنشاء الله

      ومشكووور أخوي على الملفات أنا نزلته والحين إنشاء الله راح أقراهم:0)

      والسلام عليكم ورحمة الله وبركاته

      أخوي أنا راح أعيطك طريقة تساعدك على التعلم بسرعة و هي إنك تقدر تفتح الألعاب اللي موجودة عندك بالبرنامج و تكتشف كيفية تصميم المشاهد في هذه اللعبة أما عن الأوتو ستارت فهي إنك تختار أية مربع و إضغط عليه مرتين و إختار أوامر أي شخصية و خليها أوتو ستارت و بعدين إضغط أوكي و روح لمربع ثاني و إختار أوامر الشخصية الثانية و بعدين أوكي و بعدين روح لمربع ثالث و هكذا يعني لو عندك 3 جنود خلي أوامر كل واحد منهم في مربع لوحده و بعدين حطهم أوتو ستارت و إذا أردت أن تتوقف الأوامر بعد الإنتهاء منها فإجعل آخر أمر يكون change switch و إختار أية swicth و راح يتوقف بس إنت سوي الطريقة اللي ذكرتها بفتح الألعاب بالبرنامج و راح تتعلم بسرعة

    8. #188
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      :" :" ماحد يجاوب على سؤالي:" :"
      وينك يالآربيجي؟؟؟:"

    9. #189
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      الرسالة الأصلية كتبت بواسطة Braska
      :" :" ماحد يجاوب على سؤالي:" :"
      وينك يالآربيجي؟؟؟:"

      إنتظر العضو آر بي جي على ما يرد عليك

    10. #190
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      الرسالة الأصلية كتبت بواسطة Braska
      بس في اشياااااااء ثانية وأهمها الآن كيف أغير نظام القتال الصراحة اللي عرفت اسويه هو تغير مجموعات الوحوش وتغير طاقاتها وتغير العبارات حق القتال بس

      أبي أعرف شلون أخلي النظام زي مال فاينل فانتسي أو على الأقل أخلي البطل يظهر على الشاشة

      - هي صعبة، أنا أعرف اغير نظام القتال بس هذي شغلة معقدة جدا و شرحها طويل و لو تمرست في البرنامج اكثر ممكن تتعلمها


      والمزيد من الأسئلة
      أبي أسوي سفينة ماتقدر تركبه إالا بعد ماتدفع لرجل مبلغ 500 جي بي مثلا وبعدين تركب السفينة وتختفي شخصيتك وتبقى تلعب بالسفينة واذا صدمت في أرض تتطلع شخصيتك (وكأنها نزلت من القارب)
      أرجووكم عطوني الطريقة واذا ماقدرتوا قولوا اللي تعرفوه

      - لتصمم سفينة في الخريطة اضغط F7 لتذهب لل Event mode ، اختار مكان السفينة (تذكر ان تضعها قرب الشاطىء) و اضغط زر الفأرة اليمين و اختر Set vehicle position ثم اختر نوع المركبة (Ship يعني سفينة، Boat قارب يسير فقط بمحاذاة الشاطىء و اخيرا Airship يعني مركبة طائرة تذهب اي مكان) اما عن النقود فسأحاول شرح الطريقة لاحقا لان الموضوع طويل قليلا، بالمناسبة، حتى تجعل السفينة لا تظهر الا بعد ان تتكلم مع شخص ما، في Event هذا الشخص بعد ان يتحدث ضع أمر Setup vehicle place و اختار النوع و المكان

      وسؤال آخر
      كيف أمنع الشخصية من دخول منطقة يعني مثلا اذا أبحرت أبيك ماتقدر تروح للمناطق البعيدة

      القارب لا يذهب الى اماكن بعيدة، ايضا يمكنك ان تضع event صورته فارغة و من قائمة Position التي على يمين الصورة اختر Same level as hero و هذا سيمنع اللاعب من التقدم

      وآخير
      كيف أضع اللعبة في المنتدى عشان تشوفوا وش سويت

      قالك الأخ Mr.Black man تذكر انه لا يمكن ان يلعب لعبنك الا من يملك البرنامج، لتتخطى ذلك، عند عمل لعبتك من قائمة file و make game disk اختر Include all RTP files و سيتمكن الجميع من لعب لعبتك، انصحك بوضع الملفات الناتجة من make game disk في ملف مضغوط ووضعها على موقع انترنت و اعطائنا وصلة
      اتمنى ان اكون ساعدتك

    11. #191
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      مشكورين على الردود الرائعة يا RPG و فعلاً نحن محتاجينك لتشرحلنا بعض الأشياء الرئيسية في البرنامج


      أما عن طريقة تغيير القتال فخلوها لبعدين مو الحين


      و شكراً مجدداً

    12. #192
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      السلام عليكم ورحمة الله وبركاته

      مشكورين على جهودكم وما قصرتم معانا

      عندي سؤال سؤالي إذا أمكن إنكم تجاوبوني عليه

      أنا الحمد لله عرفت للأوتو ستارت هذا بفضل الله ثم بفضلكم
      خاصة MR. BLACK MAN

      سؤالي سهل إنشاء الله

      وهو إني أشوف في أكثر من خيار في ال EVENTS أشوف كلمة
      variable ما أدري وش فيدته إذا أمكن تقولولي وش معناه
      ومشكورين..................................

      والسلام عليكم ورحمة الله وبركاته

    13. #193
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      شكرا على المساعدة بس في حاجة جديدة

      أنا سويت واحد يطلب منك فلوس مثلا 2000 جي بي والمشكلة ان البطل حتى ولو لم يتوفر له المبلغ يستطيع الدفع فكيف أمنعه من اختيار الدفع (سويت امر باظهالا اختيارات)اذا لم يكن المبلغ متوفرا ؟

    14. #194
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      Re: السلام عليكم ورحمة الله وبركاته

      الرسالة الأصلية كتبت بواسطة gaintfoot
      مشكورين على جهودكم وما قصرتم معانا

      عندي سؤال سؤالي إذا أمكن إنكم تجاوبوني عليه

      أنا الحمد لله عرفت للأوتو ستارت هذا بفضل الله ثم بفضلكم
      خاصة MR. BLACK MAN

      سؤالي سهل إنشاء الله

      وهو إني أشوف في أكثر من خيار في ال EVENTS أشوف كلمة
      variable ما أدري وش فيدته إذا أمكن تقولولي وش معناه
      ومشكورين..................................

      والسلام عليكم ورحمة الله وبركاته


      هذا ال VARIBLE هو أمر يشبه ال SWITCH و سيتم شرحه لاحقاً
      و أي سؤال أنا حاضر

    15. #195
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      الرسالة الأصلية كتبت بواسطة Braska
      شكرا على المساعدة بس في حاجة جديدة

      أنا سويت واحد يطلب منك فلوس مثلا 2000 جي بي والمشكلة ان البطل حتى ولو لم يتوفر له المبلغ يستطيع الدفع فكيف أمنعه من اختيار الدفع (سويت امر باظهالا اختيارات)اذا لم يكن المبلغ متوفرا ؟

      هذي لازم لها درس لوحده إنتظر و بنشرحه قريباً و أي سؤال آخر أنا حاضر

    16. #196
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      هذا درس عن ال FORK CONDITIONS للي يحب يتعلم عنها و لكنه باللغة الإنجليزية فإذا ما فهمتوا حاولوا تترجموه



      i. What is a fork condition?

      ii. How do fork conditions work? Part 1: The Switch

      iii. How do fork conditions work? Part 2: The Variable

      iv. How do fork conditions work? Part 3: The Timer

      v. How do fork conditions work? Part 4: Money

      vi. How do fork conditions work? Part 5: The Item

      vii. How do fork conditions work? Part 6: Hero Options

      viii. How do fork conditions work? Part 7: Direction

      ix. How do fork conditions work? Part 8: The Final Three

      x. Conclusion and other stuff

      L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬L¬
      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      i. What is a fork condition?

      A fork condition is an event that allows you to make the game take a
      different turn depending on what your character (the player) has already
      done. You can make small changes - such as getting a different item, or
      large changes - such as a character living or dying, if you know how to
      operate fork conditions. This can be a powerful (and perhaps necessary) tool
      to avoid linearity in your homemade RPG.

      In this tutorial, I will try to explain all the ways that a fork
      condition can be used. In all, there are 10 main options for fork
      conditions, each of which can be used for a different purpose. How you use
      them in your game is, obviously, your decision. I can give you the key, but
      you must open the door. (Don't take that literally... I'm not giving out
      keys.)

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      ii. How do fork conditions work? Part 1: The Switch

      To use a fork condition, you must first decide the 'cause' before
      determining the 'effect'. The best example is the first option - the switch.
      Open the fork conditions event, and you will see a list of conditions.
      On the first page is:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      For now, we will concentrate on 'switch'. Click the circle for switch,
      then press the [...] button beside the first box. You will be taken to a
      list of your game's switches. Choose one, and press 'OK' (for the tutorial,
      we will say you chose the first switch on your list, named 'ThisSwitch').
      Back on the Conditions page, make sure the other switch box says 'ON', and
      make sure 'add ELSE case' is also checked, and press ok. Back on the 'Events
      Commands' box, you will now see:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Now, you have determined the 'cause'. The second line down, with the
      '<>', is where you define the 'effects' of what happens if the switch
      conditions are met (In this case, what happens if Switch: ThisSwitch is ON).
      For example, lets say, if ThisSwitch is on, you recieve one of the item named
      'fenix down'. Go into 'Add Item' and make it happen. Now, it looks like
      this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <>
      :END Case

      But what happens if Switch: ThisSwitch is not on? You define that under
      ':ELSE Case'. Lets say a sound effect plays. You click on the '<>' line
      under ':ELSE Case', and choose a sound effect. The event should now look
      like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <> Play SE: Failure1
      <>
      :END Case
      <>

      You have now completed a simple fork condition. However, perhaps you
      wish something to happen after the fork, something that happens no matter
      whether Switch: ThisSwitch is on. That's where ':END Case' comes in. ':END
      Case' means that is the end of the fork condition. Anything you plase after
      that will happen if Switch: ThisSwitch is ON or OFF. For example, you want
      the hero to jump up and down at the end of the event. Click the '<>' line
      after ':END Case', and make the appropriate move event. Afterwards, it will
      look something like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :ELSE Case
      <> Play SE: Failure1
      <>
      :END Case
      <> Move Event...: Hero, Start Jump, End Jump
      <>

      This is a simple example of a 'Switch' fork condition... However,
      Remember the 'Add ELSE Case' that was checked on the Conditions list? Click
      on the '<> FORK Optn:Switch [0001: ThisSwitch] - ON' line, and press the
      space key to edit the event. Now, uncheck the 'Add ELSE Case' button, and
      press OK. The event will now look like this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> Add/Remove Item:Fenix Down-> 1 Incr.
      <>
      :END Case
      <> Move Event...: Hero, Start Jump, End Jump
      <>

      An event such as this would be useful if something extra happens when the
      switch is on, but without it, only what comes after (in this case, the move
      event) will occur. This could also be used as a parallel process event, if
      you have nothing after ':End CASE'. This way, it will not happen UNTIL the
      switch is turned on. As always, you will need to turn of the event using a
      switch or a variable.

      There is still more that can be done using just the switch option. For
      example, what would you do if you wanted something to occur if 2 switches are
      on? Or 3, maybe? The first thing you do is make a fork condition, as
      before, with 'Add ELSE Case' checked.

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Now, you click the first '<>' line, meaning that you choose what happens
      if Switch: ThisSwitch is ON. This time, however, make another fork
      condition, occuring if a second switch is on (In this case, it is the second
      switch on the list, 'ThatSwitch'). The event will now look like this:


      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :ELSE Case
      <>
      :END Case
      <>

      Here is where it can start to get tricky... listen closely. The first
      '<>' like is where you decide what happens if both Switch: ThisSwitch and
      Switch: ThatSwitch are on. The second '<>' line is what happens if only
      Switch: ThisSwitch is on, and Switch: ThatSwitch is off, because it is after
      the Fork determining that ThisSwitch is on, but it is in the else case of the
      fork determining that ThatSwitch is on, therefore meaning in this case,
      ThatSwitch is off. The third '<>' line is what happens if neither switch is
      on, and the final '<>' is what will happen after the forks no matter what.

      ...But what if you want something to occur when ThatSwitch is ON, but
      ThisSwitch is OFF? You add another Fork Condition in the ':ELSE Case' of the
      first fork (meaning that it occurs if ThisSwitch is off). It would look like
      this:

      <> FORK Optn:Switch [0001: ThisSwitch] - ON
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :ELSE Case
      <> FORK Optn:Switch [0002: ThatSwitch] - ON
      <>
      :ELSE Case
      <>
      :END Case
      <>
      :END Case
      <>

      Following this pattern, you could make an event look for many, many
      switches, to check which of them are on or off. As you can no doubt see, you
      can make a game very non-linear with only one option of a fork condition.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      iii. How do fork conditions work? Part 2: The Variable

      However, there are still many options to explore. Next on the list is
      the Variable. Return to the Conditions list, and you will see this page
      again:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      This time, click the circle next to the 'Variable' option. As before,
      Click the [...] button next to the first box to decide which variable you
      will use. For an example, we'll use the first variable on the list, named
      'ExampleVar'. Choose the variable, and press 'OK'. Back on the conditions
      list, you'll notice three sub-options under Variable.

      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]

      (The 'Set' box should say 0, and the third box will most likely say
      'Same' now that you have the Variable option chosen) The 'Set' box is where
      you choose a number for it to relate to (how it is compared to the variable
      is decided by the third box)... for now, we'll make this '2'. On the other
      hand, you could choose the circle next to the second 'Variable' option. This
      would mean the number is decided by what that other vairable is at... If you
      used this, you could quite possibly connect all the variables, and form an
      endless circle... but for now, we'll stick with the 'Set' option. In the
      final box, you will see a list of words: "Same, Above, Below, Bigger,
      Smaller, Others'. These determine how the fork condition relates the state
      of the variables... Here is what they mean:

      Same: This means the variable must be an exact match of the number
      chosen... so in this case, the fork condition is that the Variable:
      ExampleVar MUST be 2.

      Above: The Variable must be equal to or greater than the chosen number.
      In our example, the condition is if ExampleVar is 2 or above.

      Below: The Variable must be equal to or less than the chosen number. In
      our example, the condition is if ExampleVar is 2 or below.

      Bigger: If the 'Bigger' option is used, the Variable must be greater than
      the chosen number. In this case, the variable would have to be more than 2.

      Smaller: This means the Variable must be less than the chosen number. In
      this case, the variable would have to be less than 2.

      Others: 'Other's means the variable must be anything other than the
      chosen number, in the example, anything as long as it isn't 2.

      For now, choose the 'above' option, make sure 'Add ELSE Case' is checked,
      and click OK. On the Events Conditions box, it should show:

      <> FORK Optn:Varbl[0001:ExampleVar]-2abov
      <>
      :ELSE Case
      <>
      :END Case
      <>

      This is almost identical to the Fork Condition with the 'Switch' option.
      The first '<>' line is if the Variable: ExampleVar is 2 or more, the second
      '<>' line is if it is not, and the third '<>' line is what happens in the end
      in either case. Variable Forks are used the same way as Switch forks with
      the addition of the 'Same/Above/Below/Bigger/Smaller/Others' option, so if
      you need further help on how this works, refer back to the Switch section.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      iv. How do fork conditions work? Part 3: The Timer

      Return to the Conditions screen, and you'll see this page again:

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      This time, click the circle next to 'Timer'. In the first box, you
      determine the number of minutes, and in the second, the number of seconds.
      In the third box, you choose whether the it should occur when it is 'above'
      or 'below' the time you determined. For now, make both minutes and seconds
      set to '0', and the condition 'below' - this will make it so that it will
      occur when the timer runs out. To make this particular scenario work,
      uncheck 'Add ELSE Case', and press OK. You will see:

      <> FORK Optn:Timer 0m.00s.less
      <>
      :END Case
      <>

      Make it a parallel process event, and whatever you put within the fork
      option will only occur when the timer runs out. An example of using a timer
      with an else case is a door that only opens when the timer reaches a certain
      time. On the first '<>' line, you would put a teleport event, and on the
      second '<>' line, a sound effect such as Failure1, and perhaps a message
      saying the door won't budge.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      v. How do fork conditions work? Part 4: Money

      O Switch: _______________[...]- ____[v]
      O Variable: _______________[...]-
      O Set: _____[v]
      O Variable: ___________[...]
      __________[v]
      O Timer: ____[v] min ____[v] sec ____[v]
      O Money: ____[v] _______[v]

      By now, you probably know the fork conditions screen well. The final
      option on the first page of conditions is 'money'. Click the circle next to
      the 'money' option, and then choose an amount... 100 is fine for an example.
      On the second box, you choose whether the player needs to have 'above' that
      amount, or 'below' that amount. When you press OK, the page will look
      something like this:

      <> FORK Optn:Money 100abov
      <>
      :ELSE Case
      <>
      :END Case
      <>

      As always, the first '<>' line should contain what happens when you DO
      have 100 gold or more, and the second '<>' line is what happens if you don't.
      The third is what happens at the end, regardless of which option is
      encountered.

      The money fork condition can be used to make your own shop. You could
      start with a 'Show Choice' event as a list of items, then have fork options
      under each choice to make sure the character has enough money to buy the item.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      vi. How do fork conditions work? Part 5: The Item

      Now, we finally reach the second page of conditions. Open the Fok
      Condition event, and click on the '2' tab at the top. You will now see a new
      list of options:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      We'll start at the top: Click the circle next to the 'Item' option. You
      will see that the first box is where you choose the item in question. As an
      example, we'll say you choose 'Fenix Down'. In the second box, you define
      the condition, by choosing 'Has it', or 'Doesn't have it'... I think these
      are pretty much self explanatory. Choose, 'Has it', and you'll get this:

      <> FORK Optn:Fenix Down Item Got
      <>
      :ELSE Case
      <>
      :END Case
      <>

      The first line is what happens if you have a Fenix Down, the second is if
      you don't, and the third is what happens afterword, as always. This Fork
      condition is useful in saving yourself from making extra switches or
      variables when you recieve an item.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      vii. How do fork conditions work? Part 6: Hero Options

      Go back to the second page of conditions, and you're faced with this page
      again:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      This time, you click the 'Hero' circle, and you can choose options
      regarding one or more of your heroes (to do more than one, use the same trick
      explained in part ii). To begin, choose the hero you want from the first
      box. For the second box, click the [...] button, and you will be taken to a
      list of options:

      Is in hero party: This one is self explanatory.

      Name =: This could be used if you change your hero's name... the fork
      option is if his/her name is what you type, or not.

      Level: If your hero is at or above the level you determine, the fork
      option is recognized.

      HP: If your hero is at or above the HP you determine, the fork option is
      recognized.

      Special Skill: You choose from the list of skills, and if the hero
      chosen knows the skill, what you choose under the fork option will occur.

      Item: This is a useful option - the only way to check the hero's
      equipment, rather than the items in the inventory.

      Condition: You choose from the list of condition, and the fork condition
      happens if the hero you chose has that condition.

      After choosing one of the above options, something like this will appear
      in the 'Events Conditions' box:

      <> FORK Optn:Alex- Poison is in condition
      <>
      :ELSE Case
      <>
      :END Case
      <>

      The Hero option can be very useful in determining something about your
      characters... for example, if someone is dead, you don't want them to be able
      to talk.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      viii. How do fork conditions work? Part 7: Direction

      Back on the second make of the conditions:

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      Next is the 'Event' option. From the first box, you can choose any event
      on the current map, including the hero. In the second are the options Up,
      Right, Down, Left... with this option, you can make a fork depending on which
      direction the hero is facing. This can be very useful, especially if you
      plan to use real-time battles. The fork will look something like this on the
      event list:

      <> FORK Optn:Hero- Up Face Direct
      <>
      :ELSE Case
      <>
      :END Case
      <>

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      ix. How do fork conditions work? Part 8: The Final Three

      O Item: ______________[v]- _______[v]
      O Hero: ______________[v]
      ___________________________[...]
      O Event: ______________[v]- ___[v] Face Dir
      O Vehicle: _______[v] Ride
      O Started by Decision Key
      O Play BGM Once

      As you can see, there are three final options left for fork conditions:
      Vehicle, Started by Decision Key, and Play BGM Once. Vehicle is semple
      enough - you choose one, and the fork condition happens if you are riding
      that vehicle. There is little use I know of for 'Started by decision key'.
      For example, in the following event:

      <> FORK Optn:Start by Decision Key
      <> Messg: bla bla bla
      :ELSE Case
      <> Messg: blee blee blee
      :END Case
      <>

      ...You will only see the message "bla bla bla" if the event is set to
      'push key', and "blee blee blee" if it is anything else. As for Play BGM
      (BackGround Music) Once, well... it happens if the BGM has played one
      complete round.

      ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      x. Conclusion and other stuff

      After having read this tutorial, you can probably understand fork
      conditions well, and be able to apply them in your RPG.

    17. #197
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      و هذا درس عن كيفية صنع باب يقفل و يفتح بسهولة تامة



      I made this tutorial cause I was at the tutorials one day,
      and I was browsing through them. Then I saw "How to make a door".
      I already knew how to make a door, but
      I read it to see how the other people did it.
      They made it sound complicated. Really, it's not.
      But here it is: How to Make a Door Made Super Easy.

      STEP 1
      OK, make a new event. Set the graphic as a door from
      the "Objects" chara set. Set the activation thing as Hero Touch.
      STEP 2
      In the event list, make a Set Chara movement.
      Set object character as "this Event." Make the frequency 5.
      Add these movements into the list:

      FaceRight
      FaceUp
      FaceLeft

      You could also put an SE of a door opening at the top if you want to.

      Click OK. Back at the event list, put a wait for 0.5 seconds.
      Then put a teleport to the map you want to teleport to.

      You can put an SE for the door closing after the teleport event.

      **Tada!** You have a door.

    18. #198
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      كيف تجعل شخصياتك تتحول في 40 خطوة بسيطة جداً



      Some of you may be wondering how to make your party members transform,

      correct? Well...now you can! Others may have already known it, but I
      figured it

      out just this morning and it is actually very simple to do. It will call
      for an

      immediate and drastic course of action! Nah, not really...I just want to
      make

      this FAQ longer... Okay, let's get started! To make life easier, please
      follow

      the directions below! Do remember that for each transformation, you need a
      new

      character to be transformed from the original!


      I will put all of this into easy-to-follow steps:

      1. Open the program, RPG Tsukuru 2000 (RPG School 2000).
      2. Open your game, whatever it is called.
      3. Enter the database, doesn't matter which way you choose.
      4. Click on the Skills tab near the top.
      5. Select an empty slot in the left column.
      6. Type in the name you choose to call it (one of mine is "Jikan
      Henshin").
      7. For the classification, choose Switch.
      8. Set the MP cost to whatever you want (mine is at 34 MP).
      9. Next, choose it's availability (you might want it at Battle only).
      10. Then put your description (mine is "Transform into time-shifting
      beast").
      11. Select a sound effect next (I keep it Breast, it doesn't say Beast).
      12. Pick a using message (I have "x: Jikan henshin!!! Ryu no shin!!!")
      13. Click on the next "..." to choose a switch.
      14. Make a new one in an empty slot (mine is "0008: Jikan Henshin").
      15. Click OK on this window once you're done and to be safe, click Apply
      next.
      16. Click on the Common Events tab in the upper-right.
      17. Choose an empty slot as done in the Skills section.
      18. Give it a preferably relevant name (again, mine is "Jikan Henshin").
      19. For the next box, choose the Auto Start option.
      20. Leave the next option alone.

      21A. Before you start with the commands, go to the Hero section.
      22A. Give your transformation spell to any character.

      21B. Go to the Items tab and make a unique item that invokes the skill.
      22B. Asign it usage on desired characters.

      23. Return to the Common Events tab.
      24. Choose the one you were at earlier.
      25. Double-click on the Events Commands box.
      26. At the first page, choose "Change Party".
      27. Click on Remove Member and fix the member you want gone.
      28. Select OK to return to the database window.
      29. Double-click again on the same box, below the last command.
      30. Click on Change Party again.
      31. Click on Add Member and fix a member you want added (must be in "Hero"
      tab).
      32. Select OK and go to the "M.Party" tab.
      33. On all of your monster parties, double-click the Event Trigger box.
      34. Choose a switch but give it the same name you have been using before.
      35. Select OK, then in the command box, double-click.
      36. Go to Change Party and Remove the same character.
      37. When done, go to Change Party again and Add the member you want.
      38. With that finished, click on Apply to save what you did.
      39. You have finished all of the neccessary requirements.
      40. Now that you're done, have fun experimenting with different variations!

    19. #199
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      لمن يهمه الأمر عن كيفية صنع غيوم أو سحاب فليقرأ هذا


      All you have to do to have perfectly functioning clouds is this:

      ----------------------------------------------------------------------
      Step One:
      Make an event anywhere on the map that you want the clouds. The event
      picture should be transparent (pink).
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step Two:
      Insert a cycle.
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step Three:
      Make a Show Image inside of the cycle, the image of clouds that you
      want to use (I used Morning1). Make the X coordinate -320 and the Y
      coordinate 120. The Magnification should be 100%. Choose Transparency
      Color: Stir, and Transparency % to 50%.
      ----------------------------------------------------------------------

      ----------------------------------------------------------------------
      Step 4:
      Make a Move image inside the cycle. The Transparency % should be 50%
      again and the Magnification should be 100%. The Movement hangtime can
      be whatever you want it to be. I chose 300 (30.0 seconds). If you
      choose a higher time the clouds will move slower. If you choose a
      lower time the clouds will move faster. Leave the option Wait While
      Moving checked.
      ----------------------------------------------------------------------



      **********************************************************************
      ----------------------------------------------------------------------
      What should this event look like?
      ----------------------------------------------------------------------
      **********************************************************************

      <>Cycle
      <>Show Picture: 1,Morning1,(-320,120)
      <>Move Picture: 1,(320,120),30.0sec(W)
      <>
      :End Cycle
      <>


      **********************************************************************
      ----------------------------------------------------------------------
      What if I want mist, not clouds?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Well that's quite simple, in fact you could use the same image and event.
      All you have to do is change the Transparency Color from Stir -> to -> None.
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      Can I use a different image?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Of cpurse you can! Use whatever image you like, as long as it looks
      good .
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      Can I change the Transparency %?
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      You can make it whatever you like . You could make it 0% (fully visible).
      If you wanted.
      ----------------------------------------------------------------------


      **********************************************************************
      ----------------------------------------------------------------------
      It freezes the game whenever I try it!
      ----------------------------------------------------------------------
      **********************************************************************

      ----------------------------------------------------------------------
      Make SURE it's set to Parallel Process. What this does is makes it so
      you can move your character while all of this is going on.
      ----------------------------------------------------------------------

    20. #200
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      كيف تصنع ساعة في اللعبة لتحسب الزمن الذي لعبت فيه مثل سلسلة فايتال فانتسي و غيرهم من الألعاب





      If you have played Final Fantasy 7, Chrono Trigger or any other leading RPG, you may have noticed on the menu screen it shows you how long you have been playing for.



      This to some people making RPG Maker 2000 games is impossible, or something that they would never have attempted to do before.



      But it is a very neat technique to put in your game, especially if you want to see how long your demo, or full game lasts for. Whether it is a 15-minute masterpiece or a 5-hour classic, this technique will tell you how to calculate how long your creation lasts for.



      Now on to the dirty work:



      1: On your opening scene, make a switch called Timer.



      2: Now go to the database, Common Events and make a Parallel Process event that is activated by this Switch – Timer.



      3: In the event commands, you have to tell it to wait for a second, then put in a new variable-called Timer Seconds and set it at +1.



      That means that every second it is adding 1 to this variable. Now onto the second part of this technique.



      4: Make a Fork Condition, make it activate when the variable Timer Seconds reaches 60. Inside the Fork set the Variable Timer Seconds to 0, and make a new Variable called Timer Minutes and set it to +1.



      That means that when Timer Seconds reaches 60, much like real seconds, it makes a minute! Now the third and final part – hours!



      5: Make a Fork Condition, make it activate when the variable Timer Minutes reaches 60. Inside the Fork set the Variable Timer Minutes to 0, and make a new Variable called Timer Hours and set it to +1.



      Now, that’s not hard! (Is it?)



      To help people, here’s what it SHOULD look like:



      Wait 1.0s

      Variable Ch: [0001:Timer Seconds]+,1

      FORK Optn: Varbl[0001:Timer Seconds] –60

      Variable Ch: [0001:Timer Seconds]Set, 0

      Variable Ch: [0002:Timer Minutes]+,1

      FORK Optn: Varbl[0002:Timer Minutes] –60

      Variable Ch: [0002:Timer Minutes]Set, 0

      Variable Ch: [0003:Timer Hours]+,1





      The number of the variables is important. I used 1, 2, and 3 in this event.



      To get the timer displayed on the screen just put in a message “You have been playing this game for \v[3] hours, \v[2] minutes and \v[1] seconds!”



      You could make an item like a watch that brings up this message by, making an item that triggers a switch that (in common events) brings up this message.

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