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> APRIL FOOLS -FxFyX Map/Event Editor- APRIL FOOLS, bahahaha
FenixFyreX
post Feb 21 2011, 06:43 PM
Post #1


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good








For a while now RPG Maker VX has been limited by its mapping system. By default, RPG Maker VX can only use one tileset, or A1-A5, B, C, D, and E files. Also, the map editor is a bit limited and could do with more features.
I have started creating a new map and event editor for RPG Maker VX. It will include everything from RPG Maker VX that has to do with mapping and eventing and more. Tilesets will be handled a lot differently, as well as the Tilemap.



Map Editor
Spoiler:
QUOTE
Tilesets are setup as follows(note - this is open to change, suggestions are welcome):

There will be a database editor to create tileset profiles. Tileset profiles include 4 directional passability, bush, normal passability,

There are 5 layers of tiles:
  • 1st layer is ground - consists of 6 animauto and 6 auto
  • 2nd layer is 2nd ground - consists of 6 animauto and 6 auto, and singleton ground
  • 3rd layer is singleton ground and singleton animated tiles (technically to patch terrain changes, but be creative)
  • 4th, 5th layers are B-E
  • B-E tilesets are compiled into a set like rmvx

There will be one layer of events.
The animated autotiles, autotiles, and animated singleton autotiles will be in individual files, for easier access, sort of like in RPG Maker XP.
An image giving a view to this layering system has been created:

QUOTE
A list of new functions to be added to the editor:
  • More tilesets
  • Line and Shape Drawing Utensils
  • More Comprehensive Redo / Undo System
  • Map Testing(the ability to instantly test the map, just choose a starting point, then go)
  • Rectangular and Circular Areas(possibly)
  • Enabling / Disabling View of Map Layers
  • Larger Range of Map Sizes(2x2 up to ???)
  • More Comprehensive Parallax / Fog System
  • Full View of Events on Map(toggle on or off)
  • More Effective RightClick Menu, able to define event prototypes like chests, etc.
  • More Functional Zoom


Event Editor
Below is a list of event functions to be implemented(the defaults and new ones). This can and most likely will be added to.
Spoiler:
QUOTE
Messages
Show Text
Show Choices
Input Number

Game Objects
Control Switches (numerical or string)
Control Variables (numerical or string)
Control Self Switch (user inputs the key)

Event Flow
Conditional Branch...
Loop
Break Loop
Exit Event Processing
Call Common Event...
Call Other Event...
Label...
Jump to Label...
Comment...

Party Management
Change Gold...
Change Items...
Change Weapons...
Change Armor...
Change Party Member...
Form Party...

Actor Management
Change HP...
Change MP...
Change EXP...
Change State...
Recover All...
Change Level...
Change Parameters...
Change Skills...
Change Equipment...
Change Name...
Change Class...

Scene Control
Transfer Player...
Set Vehicle Location...
Set Event Location...
Swap Locations...
Scroll Map...
Set Move Route...
Get on/off Vehicle...

Characters
Change Transparency...
Show Character Animation...
Show Screen Animation...
Show Balloon Icon...
Start Wave...
End Wave...
Erase Event

Screen Effects
Fadeout Screen
Fadein Screen
Tint Screen...
Flash Screen...
Shake Screen...

Timing
Wait...

Pictures
Show Picture...
Move Picture...
Rotate Picture...
Wave Picture...
Tint Picture...
Erase Picture...

Weather Effects
Set Weather Effects...
Modify Weather Effects...
Fadeout Weather...
Stop Weather

Music & Audio
Play BGM...
Memorize BGM...
Resume BGM
Pause BGM...
Fadeout BGM...
Stop BGM

Play BGS...
Memorize BGS...
Resume BGS
Pause BGS...
Fadeout BGS...
Stop BGS

Play ME...
Memorize ME...
Fadeout ME...
Stop ME

Play SE...
Stop SE

Scene Options
Battle Processing...
Shop Processing...
Name Input Processing...
Open Menu
Open Save
Game Over
Return to Title

Map Settings
Change Tileset
Change Passages

System Settings
Change Battle BGM...
Change Battle End ME...
Enable / Disable Save...
Enable / Disable Menu...
Change Encounter...
Change Actor Graphic...
Change Vehicle Graphic...

Enemy Modifications
Change Enemy HP...
Change Enemy MP...
Change Enemy State...
Enemy Recover All...
Enemy Appear...
Enemy Transform...
Show Battle Animation...
Force Action...
Abort Battle

Advanced
Script...




Spoiler:
Coming Soon




I need the community's help in making this program the best it can be. Ideas, suggestions, features, all are welcome. As well as general input and suggestions, help would be appreciated too. I need images, icons, and possible coders who are willing to help out. I will be updating this thread soon to include all specifications and such for these resources.
  • Event Commands
  • Suggestions on tileset setup
  • Suggestions on options, features, etc
  • Graphical Support, like icons, etc
  • Converting the default RTP to the style needed, eg. splitting A(1,2,3,4) into separate images.

Support
If you would like to support this project, here is an example of and code for my support bar~



CODE
[url="http://www.rpgmakervx.net/index.php?showtopic=42680"][img]http://i1199.photobucket.com/albums/aa479/FxFyX/SupportBar.png[/img][/url]
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FenixFyreX
post Feb 21 2011, 06:44 PM
Post #2


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good




Screenies
Simple Beginning
Spoiler:
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FenixFyreX
post Feb 21 2011, 06:49 PM
Post #3


I'm on fire 24/7 >:3
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Type: Coder
Alignment: Lawful Good




More Reserved
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Scinaya
post Feb 21 2011, 06:51 PM
Post #4


Spreading the Valentine's joy
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Type: Artist
Alignment: Chaotic Good




Fenix! You are making some mappers dreams come true ;O
Layers... So there wouldn't be always need for fogs or parallaxes ;o
This is so interesting and fascinating and limit breaking endeavor, indeed!

I would love to help anyhow I can ;u; I could cut tiles in separate o/ Anything you need!


--------------------
;u; Thank you:


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FenixFyreX
post Feb 21 2011, 07:16 PM
Post #5


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good




Alright, here is an example of Animated Autotile format; if a $ is found in the tile's filename, 4 frames are used, if not, 3 frames are used. Here is an example of a 4 frame:
Scratch this, autotile format will be introduced in a bit.
A three frame one would just cut off the last set(All I did for this example is copy the second frame as the fourth, in reality it'd be a different frame entirely).

Scinaya, that would be awesome if you could split the RTP up. If you could decide on (a) set(s) to do, and notify me, I could make a list of what needs to be done in one of the reserved posts smile.gif

EDIT: I'll make a mockup of the layering system and tiles in action soon.
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Avvy
post Feb 21 2011, 07:21 PM
Post #6


Procrastinat-
Group Icon


Type: Designer
Alignment: Neutral Good




So, it seems like it's basically a new RM.
Either way, it's goddamned awesome. You are officially a god of RMVX.
When do you expect this to be released? How would it work with the default editor?


--------------------
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quigonkeichy
post Feb 21 2011, 07:21 PM
Post #7


I MOVE THE STARS FOR NO ONE.
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Type: Writer
Alignment: Lawful Evil




Woah, this looks pretty big and awesome. Looking forward to seeing how it goes mate wink.gif


--------------------





My project!



I support:
Spoiler:









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inika41
post Feb 21 2011, 07:26 PM
Post #8



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Type: Undisclosed




This is so gonna help people who can't parallex map and what not. I hope it turns out amazing.
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FenixFyreX
post Feb 21 2011, 07:35 PM
Post #9


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good




@Avatar Although I admire the thoughts, this is not a new RM, and I'm definitely not a god XD This just (severely) enhances RPG Maker VX's mapping and eventing systems. All database, script, etc things are still accessed by rmvx's default editor.

@quigon & inika Thanks, guys smile.gif

Also, as for a release date, none is set as of right now, but I have the basic GUI technically finished, including but not limited to:
*Menus at the top
*A toolbar, status bar
*Some inkling of the map view finished(not the map itself, but files in a folder map view, like the bottom left of RMVX, the map selection area)
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Kaptain J
post Feb 21 2011, 08:32 PM
Post #10


Death says "Hi"
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Type: Writer
Alignment: Lawful Evil




YES!!!

*ahem*

This seems too good to be true. One question, though: would it be possible to add diagonal passabilities as well as the up, down, left, and right ones? I think doing that might make the maps a little smoother and not so blocky.


--------------------


Come join Team Smash today!


Other stuffz:
Spoiler:






RPGMakerVX.net Awards:
Spoiler:




Check out my tutorial and articles:
How to Write a Story
The Kaptain's Article Dump

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Emmych
post Feb 21 2011, 08:40 PM
Post #11



Group Icon


Type: Artist
Alignment: Chaotic Neutral




Nuhuhuhhuhuhggghhghgnungunewrngongowiuermqgchqoerhcgigqr *mouthfoams*

Hello, monsieur. I do believe I am in love. Would you perhaps like to get married?

Haha, in all seriousness: thank you for creating this. This is sure to be fantastic, and I am so excited for it's release! This is going to help out so much, brah. You're a rad dude for making this. c':

EDIT: So, wait - am I reading this right? We will be able to swap put tilesets like in the RPG2000-XP days?

This post has been edited by emmych: Feb 21 2011, 08:42 PM
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CrayDragon
post Feb 21 2011, 08:50 PM
Post #12


RMVX > Social life
Group Icon


Type: Designer
Alignment: Neutral Evil




;A;
AAAAAAAH!
GODLINESS!
IT BURNS MY EYES!
...
Wait, now what'll happen to SwapXT?


--------------------
I order you to click these.






>>deviantART!<<
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babyangelgirl2
post Feb 21 2011, 11:32 PM
Post #13


It takes SKILL to be able to trip when you have wings.
Group Icon


Type: Designer
Alignment: Lawful Evil




o_o YES, PLEASE!

Holycrapgoodluck.


--------------------
Good stuff, man. Good stuff.


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Moururi
post Feb 21 2011, 11:35 PM
Post #14


Ocean Stars Falling...
Group Icon


Type: Designer
Alignment: Neutral Good




Oh my god.
This is like all my RM dreams come true. *w*



I-I need a towel.

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Copywright
post Feb 21 2011, 11:38 PM
Post #15


© Dont Infringe ©
Group Icon


Type: Writer
Alignment: Chaotic Good




It'll die! Nah, people will still use it I bet. Anyway, thanks for finally posting this. I am a omb of ideas that explodes at...random times. Y'know this by now. BTW TO MAKE EVERYONE FEEL BAD! I already beta tested it, and it was EPIC


--------------------


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Zadorain
post Feb 21 2011, 11:49 PM
Post #16


We do what we must because we can.
Group Icon


Type: Undisclosed
Alignment: Chaotic Good




Psh Copy, you couldn't have beta-tested it if it was only 9 percent done xD

You have my support, of course, Fenix. Good luck, I'd love to test it for you *hint hint not Copy hint hint* :D


--------------------
Some funny forum quotes:

Spoiler:
QUOTE (AyceM @ Mar 29 2011, 09:38 PM) *
Oh, Jesus, the very awesome on my face right now...

You won't even believe.

QUOTE (Shiro @ Apr 30 2011, 09:24 AM) *
use the shit button technique to do it properly

QUOTE (invasive @ Apr 29 2011, 03:16 PM) *
also mountains.

QUOTE (God Dark punk @ Apr 11 2011, 03:14 PM) *
this tileset is for rpg maker 2003 ? is stupid

QUOTE (Super Stick Lyonn @ Apr 30 2011, 09:51 PM) *
games within the genre almost never fail to give a spicy boner.


He was talking about his sprite. Get your mind out of the gutter.
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FenixFyreX
post Feb 22 2011, 04:53 AM
Post #17


I'm on fire 24/7 >:3
Group Icon


Type: Coder
Alignment: Lawful Good




Wow. O.O

@KaptainJ - Yes, that is very possible and a good suggestion, especially when 8 directional movement is taken into account. Added.

@emmych - I never used rm2k or rmxp, unfortunately. I started with rm2k3. However, I do know that you set up tileset profiles in the database in RMXP, so yes, i would assume.

@CrayDragon - In all likeliness this and SwapXT will live side by side. Some rpg makers will use this, and others will find that it isn't what they want.

@babyangelgirl2, Moururi - Haha, thanks smile.gif

@Copywright, Zadorain - Actually, you both bring up a valid point. Beta Testers will be needed, but probably not until a bit farther into the race. And as I said, Zad, I have the menus, toolbar and status bar done, so it *is* testable, just not much to test :3
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Jalen
post Feb 22 2011, 04:54 AM
Post #18



Group Icon


Type: Artist
Alignment: Neutral Good




Wah-hah hah Fenix this is going to be AMAZING. I will have to draw you little chibis rooting for you! ;A;b You have my support every step of the way through this! <w< ...Now get back to work! D8<


--------------------

Visit my blog for all of my released materials!
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Shiro
post Feb 22 2011, 05:31 AM
Post #19


Spriter
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Type: Spriter
Alignment: Unaligned




Fenix i believe i speak for everyone when i say
Spoiler:
Thank you.


--------------------

---------------------------
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Soruve
post Feb 22 2011, 06:07 AM
Post #20


Inactive, but still here.
Group Icon


Type: Artist
Alignment: True Neutral




Agreed with everyone else, that this is wonderful that you're making this!

For suggestions, I think it would be neat if the autotiles were formatted the same way it was in the earlier RM series, where the "pattern/middle square" and the "corner squares" were all 32 px instead of how it is in VX where all you get is 16px squares for the corners . The way VX sets it up makes it very limiting and makes it difficult to avoid getting square-shaped water or grass autotiles. In 2k/3 and XP, because of that extra size, it allowed for more "circular" autotiles.
*
VX on the left, XP on the right. (I honestly could never figured out why eB decided to go this route with the autotile format. The earlier RM series made more sense).
This extra wiggle room will allow artists to create more "natural" looking water like this:



But if it's too much trouble, don't bother worrying about it. I'm still grateful that you're doing this. :) Good luck!

(* color keycode: Blue is the middle pattern tile. Purple are the repeating side tiles and the light blue are the corner tiles).


--------------------

(Added "new" content as of Jan. 1st 2012)

2008-10 ReStaff Archive
Two Years of hard work providing resources for the community from our ReStaff team. <3
All compiled together in one place.

2011 Restaff Compilation
Another year of hard work from the Restaff team!
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