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How to Make a Title Screen! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
I’ve been wanting to continue my RPG Maker tutorial series, so here is another video! In this video, we cover the built-in features of RPG Maker MV that make it quick and easy to customize your title screen!
There are lots of RPG Maker tutorial videos out there, but my previous tutorials have been especially appreciated by those who are new to the software, so this video continues that style. If that sounds like you, great! Check out my other RPG Maker tutorials and see if you like RPG Maker! You can get the software on the official RPG Maker website or at RPG Maker MV on Steam!
If you are experienced with RPG Maker, this tutorial will seem very basic, but hey, you may get some grins and giggles, and some reminiscence for the VX Ace airship music!
Let me know what RPG Maker content you’d like to see in the future! My team can make plugins, tutorial videos, and more!
Hope you enjoy!
Your Adventuring Companion,
Tyruswoo
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Change Player Followers Event Command Tutorial! RPG Maker MZ! Tyruswoo RPG Maker
Hey RPG Makers!
In this tutorial, we demonstrate how you can make player followers visible on town and dungeon maps, while having only the party leader visible on the overworld map!
For all my RPG Maker plugins, join as a Design Counselor at my website!
https://www.tyruswoo.com/rpg-maker/
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Switchable Text Plugin for Dynamic Dialogue! RPG Maker MZ! Tyruswoo RPG Maker
Hey RPG Makers!
This Switchable Text plugin by McKathlin allows you to change text dynamically depending on switches, self switches, and variables! Modify text depending on the player’s decisions!
For all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Depending on values of switches, self switches, and variables, you can dynamically change the text that is shown in any of the following:
- Show Text
- Name Window (of Show Text)
- Show Choices
Dynamically change the choices that appear in the Show Choices window!
Depending on values of switches, self switches, and variables, you can change which choices are visible in the Show Choices window! You can make a choice be present or absent! Using this, you can make new choices appear based on the player’s decisions, or you can make a previously available choice disappear!
Dynamically modifying which choices are shown is one of the most powerful features of this plugin!
Text that Feels Tailored to the Player
With the Switchable Text plugin, your events will feel so much more personal to the player’s choices in the game! The messages will feel tailored to the player! All while saving yourself from the messy event contents that occur when trying to make dynamic messages without the Switchable Text plugin!
Once you use the Switchable Text plugin for your project, you will wonder how you ever lived without it!
Example uses:
- Change an event’s name in the Show Text Name Window, depending on whether the player knows the event’s name yet or not.
- Depending on the values of switches, self switches, or variables, dynamically modify which choices appear in a Show Choices command!
- Put an event’s dialogue on a loop, then make the event say something different depending on whether it is first time or a subsequent time through the loop.
- Modify the text, depending on the number of characters in the player’s party. (This can be done by storing the party size in a variable.)
- Modify the text depending on whether a specific character is in the player’s party. (This can be done by using a variable or switch to track whether a specific character is in the player’s party.)
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Follower Control Plugin with Common Events! RPG Maker MZ! Tyruswoo RPG Maker
Hey RPG Makers!
Using the Follower Control plugin with common events, your MZ game can easily have polished cutscene-style transfers between maps!
Join as a Design Counselor on my website to get the Follower Control Plugin for RPG Maker MZ, as well as all my other plugins!
https://www.tyruswoo.com/rpg-maker/mz/follower-control-mz/
I’m pleased to announce the release of the Follower Control plugin for RPG Maker MZ! This plugin includes the features you’ve enjoyed from Follower Control for MV, including:
Change the Max Party Members! Have as many party members as you want!
Use commands on followers! This is excellent for cutscenes!
- Set Move Route
- Show Balloon Icon
- Show Animation
- Transfer Player
- Conditional Branch
Use pathfinding scripts within the Set Move Route command! This works on the player, followers, and events!
- this.path(x, y)
- this.path(‘event’, id)
- this.path(‘follower’, i)
- this.path(‘leader’)
Use the Pose plugin command to change a follower’s image! You can change images to various poses, without even needing to know the follower’s actor ID or current image. All you need to know is which follower to affect, and which pose to use!
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Camera Control Plugin with Diagonal Scrolling! RPG Maker MZ! Tyruswoo RPG Maker
Hey RPG Makers!
The Camera Control plugin has finally arrived! This plugin is a step up from the Camera Control plugin for MV!
Watch Any Party Member!
The following plugin commands allow you to have the camera watch the party leader or any party follower!
- Watch Leader
- Watch Player
- Watch Follower 1, 2, 3, 4, 5, 6, 7, 8, or 9
The Watch Player plugin command integrates with the Follower Control plugin for RPG Maker MZ, so you can watch the currently selected follower!
Watch Any Event on the Map!
The camera can also watch any event, using the Watch Event plugin command!
- Watch Event
You can provide an Event ID to watch a specific event. Or, leave the Event ID blank (or use Event ID 0) to watch whichever event is running the plugin command!
Watch a Location on the Map!
Want the camera to stay still? Make the camera watch the map!
- Watch Map at Current View
- Watch Map at Coordinates
Having the camera Watch Map at Current View causes the camera to stop watching whatever it was watching (usually the party leader). This can be very useful for cutscenes in which moving the party leader is desirable, but having the camera follow the party leader is not desirable.
If you want the camera to lock on certain coordinates where it is not currently located, you can use the Watch Map at Coordinates plugin command.
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Follower Control Plugin! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
Follower Control allows you to use the event commands on the party followers! This supports controlling followers using event commands such as Set Move Route, Show Balloon Icon, Show Animation, and Transfer Player! This is great for cutscenes!
For details and downloads of all my plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/mv/follower-control/
In order to use event commands on followers, you will need to target the follower using a plugin command. For example:
Plugin Command: Follower 1
The above targets the first follower. To reset the target to the leader, use the following:
Plugin Command: Follower 0
To indicate whether the followers chase the leader, you can use one of the following:
Plugin Command: Follower StopChase
Plugin Command: Follower Chase
You can also target a follower based on the value of a variable:
Plugin Command: Follower Variable
Where is the variable ID of desired variable. For example, “Follower Variable 27” will use the value of variable 27. If variable 27’s value is 3, the third follower will be targeted. If variable 27’s value is 0 or has not been set, then the party leader will be targeted.
Or, you can target a follower based on the associated actor’s ID:
Plugin Command: Follower Actor
Where is the actor ID. For example, “Follower Actor 39” will find the follower associated with actor 39. If the formation of the party changes, this still targets the correct follower, based on the actor ID.
Or, you can target a follower based on the associated actor’s name:
Plugin Command: Follower
Where is the actor’s name. For example, “Follower Harold” will find the follower associated with the actor named “Harold”. If the formation of the party changes, this still targets the correct follower, based on the actor’s name. This is convenient, but if you allow players to change actors’ names, you may wish to use the Follower Actor plugin command instead.
That’s all there is to it!
Tip: You can use Common Events (in the Database) to set up your favorite move route sequences for the followers and leader! Then use the “Common Event…” command in an event to call the same move route sequences from various places in your game! This way, you can have a collection of cutscene-style sequences that occur during certain events, such as entering or leaving a map, or talking with special NPCs as you prepare for cutscenes, or for sleeping at an inn, etc!
Note: Using Set Move Route to turn by degrees, you can have the same move route sequence be used when the player is facing various directions!
Note: You may consider using the Gather Followers event command to bring followers to one location, then use Set Move Route “Turn toward Player” for each follower to make them face the same direction as the party leader. Doing this allows you to have your followers in a predictable location and direction, from which you can then send them out into the desired move route sequence.
Description: Follower Control allows you to control the movement of party followers using the Set Move Route command! Simply use the plugin command “Follower 1” or “Follower 2”, etc., and then use Set Move Route on the player, and the desired follower will move instead of the leader! Use the plugin command “Follower 0” to make Set Move Route work as default, affecting the party leader. You can also use “Follower StopChase” so that leader movement no longer makes followers chase after the leader; this allows you to move the leader and followers around independently for making cool cutscenes! You can then use “Follower Chase” to make the followers chase the leader again.
Remember, only you can build your dreams!
Your Adventuring Companion,
Tyruswoo
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Tile Control Plugin! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
Today I introduce to you the Tyruswoo Team’s Tile Control plugin for RPG Maker MV! This plugin allows you to select specific tiles on a specific map, and change them into any other tile.
For all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
There are many uses for the Tile Control plugin! Here are a few examples:
- Make a fire event move, and wherever it goes, tiles change to a burnt or burning image.
- Make any other event move, and wherever it goes, tiles change.
- Make water move to flow and block a certain area.
- Make water dry up to reveal something hidden under the water.
- Change a section of a map to a cave-in.
- Change any part of a castle into a ruined castle.
- Make tiles change while the player is in view.
- Make a castle gate close.
- Make the player able to walk into a room, and have the inside of the room become visible when the player walks through the door, all without changing the current map.
- Many more uses! What uses do you have in mind for a Tile Control plugin?
The crowning feature of this plugin is that tiles permanently change for the current file save. So, if the player leaves the map and then returns to the map, tile changes will be permanent. Or if the player exits the game, then returns to that file save later, the tile changes will still be permanent. Meanwhile, other file saves won’t be affected. This impressive feature was created by McKathlin. Please let me know if you have interest in temporary tile changes for your game, as such a feature may be able to be added in the future.
This plugin also allows you to get tile information logged to the debug console while you are in Debug mode, whenever you press the “OK” key or mouse click, or whenever the player character moves. By logging tile info to the debug console, you are able to determine a tile’s ID number, which makes it much easier to determine which tile ID to use when changing tiles.
You can also change the animation speed of tiles globally, in case you want tile animations (like water animations) to move more slowly or more quickly.
Please note: The plugin currently attempts to make autotiles fit together appropriately. This often works, but currently only has cardinal directions working, and even still, I’ve rarely encountered some bugs. Make sure you playtest your tile changes to ensure they are working well. I am hopeful that by releasing this plugin, if you find bug reports, you can send them to me, so that I can improve the plugin.
Also note: I would like to add new and improved features to this plugin. If you like the functionality, but want to have more features that make it easier to use, please let me know!
Only you can build your dreams!
Your Adventuring Companion,
Tyruswoo
P.S.
Why is this Tile Control plugin so useful?
Consider these examples:
- Have you ever wanted to change a portion of a map for the remainder of the game, and then find yourself needing to either make a whole new map (with duplicated events) just to change that one part of the map?
- Or, do you find yourself making a ton of “events” that are there just to represent the changes to the map?
- Do you find yourself duplicating tilesets and then giving them slight changes so you can use the “Change Tileset” command to accomplish map tile changes? (I wouldn’t use this approach for changing individual tiles, but only for wide-sweeping changes, such as turning all water on a map into poison, or such “same map but different appearance” uses, for which it was originally designed.)
The above solutions are sometimes appropriate, such as when every event needs to change when the map changes. However, sometimes you just want to change some tiles, without affecting every other event on the map. In such cases, the limitations of mapping and eventing solutions become evident. Would you rather change the tiles directly? Well, now you can!
Well, these work-arounds are no longer required, with the Tile Control plugin!
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How to Create & Link Maps! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
In this tutorial, we create a new map, and then link our new map to our previous map using Transfer Player events! We cover the basics of where to click to create your new map, basics of
map properties, and how to use Quick Events to teleport your player from one map to another!
For all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Topics Covered:
0:00 Introduction
0:25 Creating a New Map
3:56 Transfer Player Quick Events
5:50 Playtesting What We Made
7:07 Copying and Pasting Events
Take Home Points:
Creating a New Map
- The lower left corner of the window is where your game’s maps are listed.
- To create a map, right-click your list of maps, and select “New.”
- You can adjust map properties to your liking!
- Once you are done with map properties, the map will appear. Zoom out to see the whole map, and use the Map Editor to paint tiles onto your map.
- Repeat to create more maps for your project!
- You can organize your maps by holding left-click on a map and dragging it over another map. The map you dragged will now be nested inside the other map! There will now be a plus/minus sign to the left of the higher map, so you can hide the maps nested within it. This does not affect the map IDs or the gameplay, but organizing your maps is useful to keep your project easy to navigate, especially as you begin to have many maps in your project!
Transfer Player Quick Events
- Transfer events allow you to change the player’s location. This can be used to move the player to a new map, or move the player within the current map.
- To make a Transfer quick event, select the Event Editor mode, then right-click on the map and choose “Quick Events,” then choose “Transfer.”
- Select the location where you want your Transfer event to send the player! Also select the direction you want to make the player face on arrival.
- After you create a Transfer event, if you want to modify how it works, you can right-click it and select “Edit.”
Playtesting What We Made
- It is always important to playtest your game to make sure it is working!
Copying and Pasting Events
- To copy and paste events, make sure you are in Event Editor mode.
- To copy an event, click the event and press CTRL+C, or right-click on the event and select Copy.
- To paste an event, click the event and press CTRL+V, or right-click on the map and select Paste.
- By copying and pasting Transfer events, we can quickly make exits from a map around the whole edge of the map!
Thanks for Learning!
I hope you enjoyed learning about mapping! Remember, only you can build your dreams!
Tyruswoo
737
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How to Make Chests! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
Chests can be creating using quick events, and it is also possible to modify chests in various ways! You can select the appearance and sound of your chest. You can also modify the event however you like! In this video tutorial, we cover exactly how chest events work, which can be useful in learning how to make your own events!
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
First we make a basic chest using a Quick Event, and then we take it a step further by customizing the amount of items, the text shown, and the sound effect played. Also, we even cover how to switch the default sound effect for chests, so that every chest made using a Quick Event in the future will already have our preferred sound by default!
This is a video response to a question about changing chest sound effects. Here we show two ways to do so:
- Change the sound effect for a given chest.
- Change the default sound effect for all chests made using a Quick Event in the future. This is done by replacing the sound file.
Only you can build your dreams!
Tyruswoo
108
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How to Get Started! RPG Maker MV! Tyruswoo RPG Maker
Hey RPG Makers!
In this tutorial, we learn how to begin using RPG Maker MV! We introduce the editor’s features, including mapping, playtesting, eventing, map properties, and the database! If you are just beginning with RPG Maker MV, this is an excellent place to start!
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Topics Covered:
0:00 Introduction
1:01 Mapping
1:38 Playtesting
3:29 Eventing
6:11 Map Properties
6:36 Database
Take-Home Points:
Mapping
- The Map Editor allows us to paint tiles onto our map.
- Use the Map Editor by selecting the map icon.
- Click on the tile you want to use, then use the pencil, square, oval, or fill tools to paint tiles onto your map.
- To access more tiles to place on your map, use the lettered tabs at the bottom of the tile window.
- The last tab is labeled “R” and is for Regions. Regions can be used to determine where encounters are met (see Map Properties below). Also, Regions are used by many available Plugins to accomplish cool things.
Playtesting
- Playtest using the little green arrow button.
- When playtesting, press F4 to enter or exit Fullscreen mode. Note: When in Fullscreen mode, you can use F3 to alternate between fit-to-screen and pixel perfect fullscreen modes.
- Use arrow keys, mouse, or touchscreen to move.
- Hold Shift to run. Running is automatic when using the mouse or touchscreen to move.
- Press ESC to open or close the party menu.
- Interact with events by using the Action Button, which may be Enter, a mouse click, or a screen tap.
Eventing
- The Event Editor allows us place events onto our map.
- Use the Event Editor by selecting the icon of a red mark on a map.
- Right-click and choose Quick Events to easily create Treasure, Transfers, Doors, and Inns.
- Double-click on the map to create an original event. Or, right-click and select New Event.
- To make your event do something when the player interacts with it, make sure you have your event open, and then double-click under Contents to add commands. To make the event talk to the player, use the “Show Message” command.
- To make your event move on its own in random directions, make sure you have your event open, then go under Autonomous Movement and change the movement Type to “Random.”
Map Properties
- Allows us to change the name, size, music, and encounters of a map.
- To open Map Properties, go to the lower left corner of the editor and right-click the map’s name, then select “Edit.”
- Each of your maps can be up to a size of 256 tiles wide and 256 tiles tall. However, smaller maps with more events often make for more interesting games, so always consider whether making your map smaller may improve the experience.
- The map Encounters list allows you to choose which Troops (sets of enemies) the player may meet in that map. You can also increase the Weight of an encounter to make it randomly occur more often.
- Parallaxes are images that appear behind tiles. These can be used to add background images, such as the vista from a mountain, or distant stars in outer space.
- Parallax backgrounds can also be used for advanced “parallax mapping,” which is a way of using any picture as your map, instead of using tiles. To use a picture for parallax mapping, simply put an exclamation point at the beginning of the picture’s name, and put it in your project’s img/parallaxes folder.
Database
- The Database allows us to change how our game works.
- Open the Database by selecting it from the Tools menu at the top of the editor window.
- Actors are the characters the player can control while playing.
- Classes, Skills, Items, Weapons, and Armors are all modifiable.
- Enemies are the individual opponents that may be encountered in battle. Enemies must be organized into Troops in order to meet them in a battle.
- Troops are the types of encounters the player may meet. In other words, a troop is a pre-defined set of enemies, and it may include one or more enemies. Thus, enemies are combined into troops, and a single troop is met as an encounter.
- States are status effects/buffs/poisons that can affect the player (or enemies).
- Animations are visual effects that may appear in-battle when a skill or item is used, or out of battle using an event.
- Tilesets are collections of tiles and their properties, and modifying the Tilesets can change how tiles affect the player moving around the map.
- Common Events are events that can be called from anywhere in your game, by using a Common Event command within a given event. Common Events should usually be reserved for events that happen often, in various locations in your game.
- System defines how the game’s Title Screen appears, the player’s starting party characters, what music and sounds are used for various situations in the game, and how the vehicles appear.
Remember, only you can build your dreams!
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How to Add Car Traffic! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
This is a tutorial of how to add traffic to a city, using custom move routes! We create events as our cars, and have them move forward until they bump into something, at which point they turn. We also make sure cars stay on the road by using invisible events as barriers.
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
We also discuss the Game_Map default script, and talk about how we would use tile ID detection if we were to write a script that checks when cars are on intersections, which would allow us to make more life-like traffic movement.
Not mentioned in the video is the fact that Tile IDs can be detected using the “Get Location Info” command; however, this developer anticipates that using it may require setting all cars to run parallel process commands, and that it would be more effective and lag-free to write a script to detect intersections, rather than using the “Get Location Info” command.
To use regions as barriers to car movement, see Yanfly’s “Move Restrict Region” script.
Only you can build your dreams!
Tyruswoo
140
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How to Use Event Pages & Self Switches! RPG Maker VX Ace! Tyruswoo RPG Maker
Hey RPG Makers!
When designing your own events, you can have multiple event pages! When there are multiple event pages, the page conditions are used to determine which event page will be active. The highest numbered event page with conditions met will be the active page.
For more tutorials and all my RPG Maker plugins, join as a Design Counselor on my website!
https://www.tyruswoo.com/rpg-maker/
Concepts covered include event pages, self switches, autoplay events on map load, basics of cutscenes, and comparison of the erase event command and self switches.
Key take-away points:
Event Pages
- The highest numbered page has precedence. If its conditions are not met, the next highest has precedence, and so on.
- Only one event page can be active at any one time.
- Thinking of event pages as being the states of an event helps to organize the event content.
- Self switches are an excellent way to make an event change its own event page/state.
- Chest quick events are good examples of using pages and self switches.
Autoplay Events on Map Load
- An autoplay event when a map loads can be used for various cool map-loading events, such as cutscenes.
- Use a self switch at the end of the autoplay event’s main page to set it to an inactive state, if you only want the event to occur once. Or, if you want the autoplay event to occur each time the map is loaded, use the erase event command.
Self Switches vs the Erase Event command
- Self switches are remembered even when the map is unloaded and reloaded, making self switches excellent for situations in which something is more permanent.
- Erase Event is not remembered on map reload, and so allows the event to automatically reappear when the map is reloaded.
Also note that everything done in this video was accomplished without even using general switches, variables, or common events!
At 18 minutes and 40 seconds into the video, we playtest what we made!
Script used: Zeus81’s Fullscreen++.
All event commands work without any scripting. Zeus’ fullscreen script assists with providing a better viewing experience.
Thanks to McKathlin for intro and ending music!
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