I’ve recently posted a new RPG Maker Video showing a user interface made mostly from events with just a few plugins. While it was fun learning to do a lot of the tricks in it, I think what will be generally the most useful is the Tooltip Popups for the items. There are actually aContinue reading “Evented UI: Mouseover Tooltips”
Tag Archives: RPG Maker MV
Layer Maps and QMovement
It came up recently that my old tutorial for setting up Layers was based on the GALV Movment Plugins. This is an updated guide for setting up the GALV layers for moving into and out of a house while using the QMovement plugin.
Battle: Follow Up Skills
I have been working a lot lately on trying to take the default RPG Maker battle system and make the skill use more interesting. My favorite thing I have come up with is a system that relies heavily on follow up skills. As an example, I can set up a fighter type character with hisContinue reading “Battle: Follow Up Skills”
QSprite Editor
Not much to say in this post. The new QSprite Editor video says it all.I also realized I didn’t include the video of the test animations in the last post, so it is here as well. I hope this helps everyone trying to get this set up. Configuration Setup: QSprite Parameters Configuration Setup: QSprite EditorContinue reading “QSprite Editor”
Animations with QSprite
Once QMovement is set up, setting up animations to work with QSprite is the clear next step. There is a lot of extra work up front for using QSprite, but the payoff is worth the extra effort. To start with, you have to define your sprite sheet layouts. QSprite can use sprite sheets of anyContinue reading “Animations with QSprite”
Common Events: Getting Items, Weapons, and Armor
Following up on the last Common Events tutorial, the same method can be used to keep message boxes consistent when acquiring weapons, armor, and other items as well as just gold. Gold was an easy starter because there is an event command for adding a variable amount of gold to the player’s inventory. To doContinue reading “Common Events: Getting Items, Weapons, and Armor”
Common Events: Sounds and Getting Gold
Common events allow for repeating common sets of commands that will be used throughout the game. They are also very useful for keeping consistency throughout your game. One use I have for common events is for event-based sound effects. It may sound silly at first to have a common event with only a single commandContinue reading “Common Events: Sounds and Getting Gold”
Weapon Swaps with PV Characters?
One of the first concerns that came to my mind when starting with the PVGames characters was that with the weapons attached to the character sprites, it initially looks like each character will be locked to a specific type of weapon. For years, I have locked myself into that perceived limitation. However a recent discussionContinue reading “Weapon Swaps with PV Characters?”
Tutorial: Parallaxing Rivers
This is from another request that was posed about doing water edges. This one was made with the Medieval Tile Sets but can be done just as well using the Cliff or River tiles from 2.5D. Click to access parallaxingrivers.pdf I have to mention that this would never have been possible if Jesse hadn’t startedContinue reading “Tutorial: Parallaxing Rivers”