Teach you RMXP. Part III (beginner full text tutorial)

Source: Internet
Author: User
Tags ini numeric pack rar rounds switches

This article is a series of tutorials in the third paragraph (total three paragraphs), the first two paragraphs here: "Hands-on teaching you RMXP the first part", "hands-on teaching you RMXP the second part"

the directory for this tutorial:
1-1 RM Start: New project, save project, test game
1-2 RM Start: Draw a map
(Note: You can draw a map here.)

2-1 Database settings: role-related "occupations, stunts, objects, weapons & Equipment"
2-2 Database settings: Enemy-related "enemies, teams"
2-3 Database settings: status, animation related
2-4 Database settings: Map tiles, System-related
2-5 Database settings: Custom footage import "How to use your own footage." 】
(Note: Learned here can set the data, if only want to make "<a href=" http:www.66rpg.com type.php?t= ' 1 "target=" _blank "' > Short play", you can skip the 2nd chapter above, directly see the following 3rd chapter)

3-0 teach you how to get started rmxp-map event Settings section
3-1 Map Event Settings plot: Show articles, select items, add and subtract items, money, switch variable operations, conditional differences, mobile routes, etc.
3-2 Map Event Settings map: Places to move, display pictures, weather operations, gradients and screen tones, map settings, and more
3-3 Map Event Settings Combat: Combat Processing, our and enemy parameter additions and deletions, etc.
3-4 Map Event Settings Other: Disable & Call menu and Archive, change window graphics, return title, BGM and other related audio playback, etc.
(Note: Learn to do the plot here)

4-1 Supplemental Parts: timers, numeric inputs, labels, loops
4-2 Supplementary section: the use of public events
4-3 Supplemental section: Event setup in the database "team"
4-4 Supplemental section: Test the debug mode used during the game
4-5 Supplemental part: Make a full game pack that can be released
(Note: Learned here, can make, the final release of the game)

5 Troubleshooting section: Solve some of the focused questions in this tutorial

4-1 Supplemental Parts: timers, numeric inputs, labels, loops

This chapter is expected to take 20-30 minutes to follow.

This chapter introduces several special functions in the event instructions-you need to make sure that you are familiar with the functions described in the third chapter of the map event tutorial. Because they are typically used in conjunction with these features.

First we introduce the timer operation. It is fourth on the right of the first page of the event page and is used to make some special event settings that need to be timed. In the Timer operation window you can set the timer to start or stop, and enter the length of time you want to operate in the time frame below. If the stop timer is selected, the time is zeroed directly, eliminating the need to set a specific time value.

In order to better understand this function, we can do an example: the role to a task, the need to get a medicine in 30 seconds from the chest, or the game is over-this example to cooperate with the parallel events on the map to operate, do not understand the parallel event, please look back to the third chapter.

The first thing to do is to start this task-create a new event on the map (walk graph is optional). Set the timer time to 30 seconds according to the above settings. Then open a switch that, as a condition of your parallel event, can be arbitrarily named (I'll name it "Countdown"). This is the event that opens up your task. Then create another event, set the start condition for parallel processing, and then add the conditional differences in the content that determine whether the game is over or not--on the first page of the conditional disagreement there is a judgment on the timer, where you can decide at what time it will be executed (for example, I am judging below 0 seconds), Then add the timer to the difference within 0 seconds of the content (game end). This way your parallel decision is done, and when the switch is open (that is, the "task Start"), it will repeatedly refresh the decision in the map, and once the timer becomes 0, the game end command is executed immediately.

Then there is the event that the condition of the task is reached--and then an event is created on the map, where the item required for the task needs to be obtained. In this example, I made a chest event, and after opening it, I was able to get the items requested by the mission. However, after acquiring this item, the timer and parallel judgment still do not stop, so the parallel event must be switched off and then the timer can be stopped using the timer. Note that the two order is not reversed, because once the timer is zeroed, the parallel event is judged to be eligible and then game over.

On the left side of the first page of the event instruction, you can see the "Processing of numeric Input", and first select the variable you want the player to input (here we choose the number 1th variable), and then set the number of digits (usually the password will be 4 to 6 bits but this is optional). Then when the game executes here, the player will be asked to enter a number of numbers, which will be the number 1th variable. You can then perform other operations or judgments on this variable, such as when a condition is divided, what happens when the number equals 123456, what happens when the number equals 444444, and so on, the degree of freedom is high. (This is not so much a cipher system as the cheats system ...). The use of this instruction is relatively simple and does not take the example.

Then there is the use of the label. It is a bit like the target in the Web editor, set some jump points inside the individual events of your game, and then use the function of tag jump to reach the corresponding position directly. The label will be used here. In the place where you need to jump back, set a tag (the second last of the first page of the event command), and give it a name (you have to take the same name if you want to pay attention to the following instructions that use the jump tag), and then use the "tag jump" command where you want to perform the jump next. Enter the name of this tag and you can jump back. It is important to note that the use of tags can only be performed within an event and cannot be jumped in different events.

For example, we want to make a game description, and then at the end of the game description ask the player if they want to see it again, if so, jump back to the beginning, and if not, proceed to the next content-after using the tag and tag jump command, the effect is as follows. In fact, it is also very simple and convenient function, master proficiency can basically save the copy and paste a lot of duplicate content.

Finally, let's talk about loops. In the first page of the event instruction you can see the "loop" and "Interrupt loop" two instructions, in the game, the two functions used in the place is very small, presumably can be considered as events inside the event. The content in the loop is executed repeatedly until certain conditions are met and the loop is interrupted. Therefore, in the use of the cycle, it is mostly inseparable from the conditions, because it plays an important role in determining whether the cycle can be interrupted. Here for example, each time you pick 1 apples, then the number of apples (variables) plus 1, the use of differences to determine whether to pick 5 apples (the number of variables is equal to 5), if dissatisfied, jump back to the beginning to continue the process, until the number of apples equals 5 interrupt loop. The appearance of the event is probably the following figure. (Always feel that the introduction of this function when the screenshot is more intuitive ... = =| | | )

Because the use is not particularly large, it will not put the project. This concludes the contents of this chapter, and the next chapter describes the use of public events.

Tutorial 4-5 To this end, currently you have completed the teaching of 81%, click here to return to the directory. -

4-2 Supplementary section: the use of public events

This chapter is expected to take 20 minutes to follow.

Before we introduced the database, we skipped over one of the tags, which is the public event. It differs from general map events in its global and time-to-call nature.

Global: That is, the size of the scope. Map events are performed only within a single map, and once you leave this map, the contents of the event will no longer work. But the public event is different, its scope is the whole game, as long as this public event in the execution, then regardless of the role of the game in which map will not affect it.

Call at any time: it can be used to replace a piece of content that is used in many places, and invoke it in the game using the "public event" instruction in the event instruction. Can effectively reduce some of the more repetitive things in the game, and this content if need to change, as long as in public events to modify a place. We open the database and switch to the public events section--the maximum and event naming that everyone will stop talking about--and then talk about the actual effects of these two aspects separately.

The first is the manipulation of global events. In this interface we can see the "target" option, and in this drop-down menu there will be "none", "Automatic Execution" and "Parallel processing" three options. Because public events are not associated with roles and events, it is only possible to run them automatically and execute them in parallel, as well as switch controls. When you turn on the switch of the startup event, the public event will be executed regardless of where the character is. Here we give an example, for example, we want to match the 4-1 taught timer system, to do a parallel event so that this time can be measured in all maps, we will be placed on the map of parallel events for parallel public events, so that regardless of the role of the map to run, This event is always running until you close the switch. This is the first function of a public event, which rises directly to the entire game, compared to the automatic execution of a single map and the parallel processing of events.

Next is the random invocation of public events. This is where the public event is made as a "not automatically executed but to be used in many places" event, such as the display avatar in the game, the public events that accompany the item and the skill, and the "target" must be set to "none" when making such a public event. So it is just like a pre-set event that is placed there, and it can be called when it needs to be called. Here we give two examples, one is the public event of the stunt call, and the other is the public event that is called on the map to display the avatar of the person. Before we introduced the database in 2-1, we mentioned that there is an option to include public events in the "stunts" and "items" settings, which is to make use of public events to complement something that cannot be implemented in their default functions. For example, we want to create a skill that can replenish the SP, but in the stunt settings page we find that the skill can only damage HP, even if it is set to a negative value. So how to implement the skill recovery sp? We have to take advantage of public events. Do an event on the public Events page, add 9999 to all of our SPS, then switch to the stunt page, find the "common events" item in the settings of the recovery SP stunt you created and select the public event you just made in the drop-down menu. In this way, when the protagonist uses this skill during the battle, the system automatically executes its associated public events, allowing our entire SP to recover 9999. The same applies to items, and you can use public events to add a variety of tricks to your items and skills, as long as you are skilled in the event content.

On the other hand, we can invoke public events that have been done directly in the map event or even in public events (the premise "target" is still set to "none"), except in the case of objects and stunts. For example, here we do an event that shows the protagonist's Avatar, which consists of "show pictures-Transparency to zero" "Move picture-transparency 255" "Wait 20 frames" three instructions, then every time we need to show this avatar will have to copy and paste the three instructions again. And if we suddenly find that the coordinates are wrong to re-modify and the three instructions have been glued all over your game, you have to change from one of the hundreds of events in the time--will not feel very crazy. But if you do it in a public event, and every time you need to show the avatar, just use the command "public event" to invoke the event. Once the error is done, just change it in the public event. It can save you a lot of time and effort, especially when your repetitive calls are very lengthy.

The last thing to say is that the public events of automatic execution and parallel processing should never be too much. In particular, do not allow too many common events for parallel processing to run at the same time. That will slow down your game dramatically. And in the fight every time the public event will also reduce the low rate, although we can improve this by modifying the script, but there is no more to say, please first grasp its basic usage.

Tutorial 4-5 To this end, currently you have completed the teaching of 86%, click here to return to the directory.

4-3 Supplemental Section: Event setup in the database "team"

This chapter is expected to take 20 minutes to follow.

In the RPG game, divided into the usual adventure of the map and the battle scene two parts, in the RMXP, whether it is dark thunder enemy or use "combat processing" instructions will enter the battle scene. The event settings on the map have been talked about, so this chapter is about the same thing that is set up in the database, but belongs to the battle event in the "Team" of the event class settings.

In the game each battle must be arranged in the "team", and then in the "Combat processing" call. Some special boss battles may have some special content, such as a few rounds into the battle after a few special cases, the occurrence of dialogue or additional parameters, etc., which can be set in the battle event. Let's open the database and switch to the "Team" tab, then look at the "Battle Events" section in the lower right corner. It is somewhat similar to the composition of map events, which are made up of event pages that can have multiple event pages in a combat event to place things under different conditions. It is important to note, however, that when there are multiple combat event pages and the same conditions occur, it starts with the smaller numbered events.

The occurrence of a combat event is somewhat different than a map event that is controlled solely by variables and switches. When we click on the "condition" of the right triangle, it will pop up a small window that sets the event execution conditions for this event page, and these conditions can also be checked. We introduce one by one: the first is to determine the time the event occurred based on the number of rounds. Because the RMXP default battle is turn-based, you can set the event to occur in a specific number of rounds-where it is calculated as A+BX, where x is counted from zero and then calculated backwards. For example, if you set a 1-round +2x round, then the 1th round in the Battle (x=0), 3rd round (x=1), 5th round (x=2) ... will perform this event. If you only need it to perform events in a single turn, then write 0 in the second number box. Next is how much of the enemy's HP triggers this event. This is very simple, but be sure to choose the enemy you already have in the team, otherwise it is useless. The role of the same, to choose the time when the war has been in the role of the team to determine. The last one is to execute the event when the switch is open, which is the same as the map event so don't say much.

There is a "distance" to the right of the condition that represents the frequency at which this event occurred during the battle. This option only shows when you set a condition that will occur more than once--in other words, it doesn't matter if you let the event happen only in the first round. But if your condition is that the enemy's life is 30% or less, then you will have to set a frequency here. In the "Distance" drop-down menu you can see the "Battle" "Turn" and "temporary" three options, "combat" means that when the condition is met, the event will only be executed once in the entire battle, and the "turn" is executed once per turn, and "temporarily" will be repeated (so if it is not a similar loop of content or do not choose this ...) ... )。

Let's take a look at what we can arrange in the battle to find something that isn't on the map. Click to open the event command to switch to the third page, the right side of the circle of these instructions are dedicated here. Of course, the processing of the characters on the left is also available here (the end game in the lower right corner is included). Increase or decrease the enemy's HP, SP, status, and full response to the role of the same, but must pay attention to the object (if your team has a lot of the same enemy words, their names are consistent so be aware of their sorting do not confuse, first you add the enemy serial number in front). A full reply command clears all States to include a beneficial state.

Then we need to say the following instructions, first of all, "enemy presence." This command is used to give some of the same functions as "reinforcements" that the enemy in the beginning of the game did not enter into battle in exceptional circumstances. However, a half-way enemy must be set up beforehand in the team, which means you have to determine what is "reinforcements" first. Set this to go back to the team's interface to see the enemies you appear on the battle map, right-click on the battle Chart of the enemy you want to be the "reinforcements", and a small menu with two options of "Midway" and "undead". "Undead" is to let this enemy even if HP is beaten to zero will not be judged dead, generally used as an option of the war of defeat, and when you choose "Halfway up", the enemy's battle map will become transparent, and when you enter the battle, the enemy also temporarily does not appear. Then, in a combat event, you can use the "enemy presence" command to select the enemy to make it appear. For example, we set up a combat event, with the condition that phantom HP drops below 50% when it summons another ghost. Then when you enter the battle, when you cut the Phantom's HP below 50%, another ghost will appear. It is important to note that the experience of the battle and the money obtained are calculated by the number of enemies you actually kill, in other words, even if you set up two enemies in the battle, one of which is a temporary no-show, but you defeated the first enemy to end the battle before the condition of the set of reinforcements was met. Then the enemy will not come out again, and the experience and money you have gained is calculated only by an enemy.

Next is the "enemy Change" command. It's an interesting feature that makes one of your enemies in battle a different kind of enemy in your database. Here, for example, we can order ghosts to become statues. It is also important to note that when an enemy becomes another enemy, all its states retain the existing state of the original enemy, including HP, SP, and abnormal state. As a result, we usually have a "full reply" command (...) after the change of body. It's really crazy to set this up against the boss. Of course, you don't have to do this.

The next thing to say is "show animation" instructions. Be sure to separate the display animation from the second page, where the instructions are only for the animated display in the battle scene, and the display object is a battle chart rather than a walk graph. Click to open this command can choose to display the animation on the enemy or in the character display, the enemy side of the object selection is better understood, but the character side of the object list shows "1 People" "2" "3" and "4 people", in fact, refers to the first, second, third or fourth in the combat team. (in the RMXP default battle scenario, there can be up to four people in the combat team) so when executing this instruction, if your team is not fixed, it is best to first confirm the team in the fight from left to right the first person who is the second person who is the third person who ... Prevents animations from adding the wrong object.

Next is the damage treatment. It differs from the increase or decrease of HP in combat commands in that the HP is hidden and the value is not displayed on the screen. However, the damage processing will show the values. The object of the damage processing can select both the enemy and the character, while the number of operations can be set by itself, and the constant variable can be used. It is important to note that the value can be negative, so if the damage is negative, it is to add blood to the object. When you want to add a large value but it is limited to 99999, you can also set the value into a variable. This function with the above "show animation" command can also make pseudo-skill effect, specifically can be self-study.

Next is the "Force action" directive. Used to manipulate the objects in the battle beyond the set of some extra behavior, such as when the determination of an enemy HP is 20% or less, our role Victory force attack skills. The preceding is the trigger condition for the event, and the latter action relies on the "force action" to complete. Open this window we can see the object and behavior of the mandatory action, both are very simple needless to say, it is important to note that the character is still according to the number of people in your team to select. Next is the "Action object" of the designation, in the drop-down menu has a lot of choices, "final goal" is that the role will attack the object he had last attacked, "random" is to randomly pick an object in the team to attack, and the following index 1234567 is the designated team position index, That is, if you order a character to attack the enemy team, then here Index1 represents the enemy team's first enemy (that is, you in the team to add the first enemy), if the other side is us, then the effective range of index is only within 1-4 (because the role of the maximum number of people can only four). In addition, if you force the object to use the skill of the collective attack or the skill of the user, then the setting here is invalid. "Order" Here you can choose to follow the original sequence of actions (some characters slow words may be ranked in the other role after the action to open the mandatory command) or immediate execution (ignoring the character speed caused by the order). A forced instruction consumes a free round of the instruction object.

Finally, the "combat Interruption" command forces the current battle to be interrupted. If this is a battle called by "Combat processing" in the event, then the next thing will continue--interestingly, if you set a disagreement, it will be treated as a "getaway" (the effect is similar to the escape of the Dark Thunder battle). If you do not set this "escape" (that is, the battle cannot escape) but still break the battle during the battle, it will not execute the content of the failure situation will not execute the content of the victory situation, but to perform the next thing beyond the differences. Similarly, even if the enemy is killed in combat, the role will not be able to get money and experience if the battle is interrupted.

Then all the "team" combat events are set. Now everyone should have learned the basic operation of all the event settings, they need to be properly coordinated and interspersed to become a complete game. This is not a hands-on teaching, you have to try to explore the production, and then from the practice to gain experience. In the next chapter we will explain how to debug in the test mode of the game.

Tutorial 4-5 To this end, currently you have completed the teaching of 91%, click here to return to the directory. -

4-4 Supplemental section: Test the debug mode used during the game

This chapter is expected to take 20-30 minutes to follow.

In the first chapter we mentioned that in the RMXP production game, the project has the function of testing games (forget to review the first chapter). Press F12 after the game will enter the test mode, pop up the production of a good game window. On the other hand, if we open the Game.exe file in the game folder, we can also execute the game. However, the two ways to perform the game is not the same, the former is in the debug mode of the game, and the latter is to play games for the player. For us Rmer, it is common to use this debug mode when playing a game of your own, because it has some small features that can easily handle bugs in the game and skip some repetitive content.

As shown in the figure above, the debug mode is performed by "Game Test" (or F12)

As shown in the image above, this is the normal running game execution file (used by the players)

First, let's look at the functions that will function when running a game under both modes. When you start the game window, press the F1 key and you will see a setting window. In the "General" page of the options, "smooth mode" means to increase the frame rate of the game, so that the game at 40 frames per second to display, so that the game's picture smoother. However, if the computer configuration is not good, generally do not check this, so the game will be 20 frames per second to run, that is, the rate is generally reduced to ensure that it can run smoothly. "Suppress screen jitter" minimizes the slightest flicker in the screen, but can cause a slight delay in the picture. Choice or not, can be based on which more comfortable, PC configuration and personal hobbies decided. "Play BGM and Me" can decide whether to play the music in the game, if you remove this tick, the game's BGM and me will not play. "Play BGS and SE" in the same vein. If you want to test the game while listening to other music, you can cancel the check and choose the Silent setting.

On the "GamePad" and "Keyboard" page, you can adjust the game handle and keyboard button settings (for example, left-handed people may want to check the keys such as the key to the left-hand convenient button). But the buttons there are more strange, not the game function keys for a keyboard key, but in turn, has been fixed a few keyboard keys and then you set their own corresponding to which function keys. In RMXP, the confirmation key defaults to the C key, and the cancel key defaults to the B key. So here you can see that the space and carriage return correspond to C, and ESC corresponds to B, so we press the space is OK, ESC is canceled, and so on. Those a, B, X, Y, Z are useless by default in the game, they are used as alternate keys to determine the difference between the keys (sometimes you want to use them to make extra special functions, such as pressing a key other than the confirmation and cancellation to call out a window, which is not extended here). As for L and R, actually the PageUp and Pagedn keys, when you have multiple players in the menu of the game, you can press them to turn the page when viewing the status. So normally, there is no need to set anything in particular. If you change the button after you feel inconvenience, press the "Reset" button, you can revert to the system default settings.

In addition to pressing the F1, there are also F12 function keys are common in two modes, after entering the game, as long as the non-title screen in the scene press F12, will be directly back to the title screen. In addition, Alt+enter is the key to switch between full screen and window, which can be found in the help of RMXP.

Next we describe some of the features that appear only in debug mode. The first is the F2 display frame rate--when you press F2 when you execute the game, you can see that the FPS value of your game appears in the title bar of the window. If you tick "smooth mode" in the F1 setting you just mentioned, the FPS is up to 40, otherwise 20. The higher the FPS value, the higher the smoothness of your current game. On the contrary, the game will become very procrastination, when the time is broken and so on. When you put too many events on a map of the game, or you use a lot of full-screen magic in combat, or use too many common events in parallel, it can cause your game frame rate to fall. In order not to let the player be tossing to the beating table, you'd better look at the speed of your game through this function, lose some content at any time and find the culprit to slow down the game screen, to ensure that your game generally run smoothly.

Then in the game interface, as long as it is not in the auto-running events and non-combat scenes (in other words, you can manipulate the character of the Walk Diagram free time), press F9, you can see a background Operation window, which lists all the switches and variables in your project situation. You can see the opening and closing of your switch as well as the value of the variable when you run here, and manually adjust the switch open and close here, or change the value of the variable. If your game process is controlled with variables, then you can jump to different chapters of the game and test it without having to start over every time you test. Use the arrow keys to increase or decrease the number of variables, and press PageUp and Pagedn can be 10 whole 10 or more, more for your variable setting value is very large case. The switch can be switched on and off directly with the OK key.

Finally, also when you are free to manipulate character activities, if you hold down the CTRL key to move, you can ignore the map tile's traffic, even on the inaccessible components can also move freely. You can use this when the game map is large and you only want to get to the point where the plot is triggered, or if you accidentally have an unacceptable block of traffic. But if it is the latter's mistake, or to remember to correct back, otherwise players play here is a problem.

Well, so far we've been explaining everything from production to testing. Once you've finished the game and tested it smoothly, you're ready to work out of RTP and pack up the release. Please look forward to the final chapter on publishing the game.

Tutorial 4-5 To this end, currently you have completed the teaching of 96%, click here to return to the directory.

4-5 Supplemental part: Make a full game pack that can be released

This chapter is expected to take 15-25 minutes to follow.

The game is done. Celebrating with the closest friends and relatives who can play, screaming and lap run for three weeks and half a month. After that, it's time to publish them to share online. The release of the game produced by RMXP is roughly divided into the following steps:

1, inventory the material, organize the default footage into their own game directory

In the second chapter, when we introduced the import footage, I said that the footage you put in your own game directory is separate from the RM default footage. (The dots in front of the footage you put in the game directory are red, the dots in front of the RM default footage are blue) when the player runs your game, the game execution files can only read from the game directory, and those that are installed on your own computer will not be read by default. More specific: Find your RPG Maker XP software itself installation directory, there is a "RGSS" file, open the "standard" inside, you can see the audio and graphics two files, then you can view the two files, Found that the contents are all the RM default music and picture material. When you make a game with RM, the system reads the default footage from the two files in the Authoring software catalog. But players do not install RMXP, it is impossible to have these materials. So if you use RM default footage (that is, those with blue dots in front of you), you need to copy the footage into the corresponding file in your game directory. Be sure to confirm that all the footage you use in the game is already red in front of you before you can proceed to the next step. Otherwise, it is difficult to check out the missing files after leaving RTP.

2. Out of RTP

If you go to the novice area of the RMXP-related forum, in general, all the problems in the release are based on this "not out of RTP problem." The so-called RTP, refers to the material library, that is, your game to read the path of the footage. When you don't set up a library, it reads all kinds of footage directly from the game's directory (so the previous step requires you to put all the footage you've used into the game's directory). If you do not leave RTP, and the player does not have a library in the machine, it will show "no RGSS-RTP found." "Prompt, causing the game to not run. Out-of-RTP appears to be complex and simple to set up. First, click on the "Game" menu in the top right corner of your project, select the "Select RTP" option, and set the three RTP to "none" as shown. That standard is the standard folder in the RMXP software installation directory that was mentioned in the previous step, and is used by the software as a library of materials. Once this is set, the software will no longer read the footage from this folder. Then when you get back to the game again, you'll see that the files in front of the blue dots are gone-because RM no longer reads the footage from the default directory, it reads only the files in your game folder.

3, again debug check whether missing files

Then, the debug again is necessary, especially when you are making the game if you use a lot of default material, but also not sure whether you copy complete case. In the process of debugging any material missing will cause the game in the middle of the error jumps out, fortunately it will provide you with the game path and file name, so you can immediately find and fill in. So in fact, I personally recommend you at the beginning of the game when the attention to look at what you use the material, the use of the same time on the copy, in case the final finishing release forget.

4. Adding DLL files

This step is often missed by many rmer (including when I first played the game and forgot ... = =| | | )。 The Game.exe in the Rmxp folder requires a secondary running DLL file called RGSS102J.DLL. In order to determine the version of this file, we need to open your game's system information file for confirmation. There is a Game.ini file in your game directory that you can open with Notepad. Note that the second line there, libarary= this line of text behind, is the DLL you need (note that this file will vary depending on the version of RM you are using, be sure to remember that you want to use the DLL file that you recorded in your own INI folder). So where to find this file? In general, its path is c:windowssystem32 below. If you are looking for trouble, you can download the one I provide directly. If the name is different, change to the same name, the content is no real difference: http://www.uushare.com/user/saintsky/file/2464674

Put this file in your game directory, confirm that the material is complete, and then you do not need to post to the online redundant content is deleted (when compressing the data will be in the game directory of all the contents are compressed so useless things are deleted), you can start packing. The Game.ini file must be kept, but the project file can be deleted.

5. Compress game Data

In fact, when you follow the above steps to complete, directly to the game to play a compressed package can be uploaded. However, if you do not have compression software on your computer, or if you want to make it look more formal, you can use the RM's own compression game data feature. Select "File"--"compress game data" to display the compressed window. Here you can choose to make the path of the compressed package, and also can choose whether to encrypt your game content-after encryption, your graphics folder and the data folder will disappear, the image and information will be made into an encrypted file inside, You can protect your game's hidden content (such as game CG and original material that you don't want to steal) in moderation. After the game is compressed, it will appear under the directory you have set up an EXE unzip the file. As soon as you open this file, you can unzip your game as if you were installing the game, and then play the game by running Game.exe.

6. Post and upload

Choose a good stable network, put your game up and then release the address let people download it =v=. If you upload an EXE file that is compressed above, it is best to choose a network disk that allows you to share the EXE file.

7, a little added: to the game patch

If someone finds a problem after the game is released, make a patch release immediately. Lack of material words to fill the material this does not need nonsense, but if there is a problem elsewhere in the game, it is necessary to release data patches. Without encryption, just modify and save the game, package your data folder to the other side to overwrite all the contents of the original folder. However, if encrypted, you must re-compress the game data, and then include the graphics and data encrypted file to the other side to overwrite the original file.

Tutorial 4-5 To this end, currently you have completed the teaching of 99%, click here to return to the directory.

52 answers to frequently asked questions

This chapter is expected to take 10 minutes.

Question 1: Why my events have been repeatedly executed.

Answer: The start condition of your current event page is set to "Auto Execute", then there is no content that can break the event page, so it will be executed in loop. The workaround is to open a switch or standalone switch, creating a new occurrence condition for the switch to open, starting with the "decision key" or "contact with the protagonist" or "contact with the event" page. This is because the event takes precedence over the event page with a large sequence number, and the second event page is already satisfied (the switch opens on the first page) and jumps to the second event page, and then when you do not press the OK key or contact with the event, it will no longer execute and the whole event will stop.

Example: Http://bbs.66rpg.com/UP_PIC/200801/Project1_118021442.rar

Question 2: How to make a chest.

Similar to the principle of problem 1, it is the use of independent switches. The first event page is a treasure chest closed picture, the content is to get items, money, etc. (can also be added to display article instructions to obtain the items), and then open the independent switch, the second event page is a treasure chest open picture.

Example: http://bbs.66rpg.com/UP_PIC/200801/case example. rar

Tutorial to this end all, currently you have completed the teaching of 100%, click here to return to the directory.

Well....... Have you finished all your studies? Congratulations, novice Graduate ~ start to make your own game.

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