Game Development Reference
In-Depth Information
As for the rest of the event, you can use Conditional Branches to check for the player's current region and change
the battlebacks accordingly, like so:
@>Control Variables: [0002:X] = Player's Map X
@>Control Variables: [0003:Y] = Player's Map Y
@>Get Location Info: [0004], Region ID, Variable [0002][0003]
@>Conditional Branch: Variable [0004:Region] == 1
@>Change Battle Back: Grassland & Grassland
@>
: Branch End
@>Conditional Branch: Variable [0004:Region] == 2
@>Change Battle Back: Grassland & Forest1
@>
: Branch End
@>Conditional Branch: Variable [0004:Region] == 3
@>Change Battle Back: Grassland & Cliff
@>
: Branch End
@>
RMVXA Lite has only a sampling of the total backgrounds that the full version contains. Still, the preceding
battlebacks should give some form of differentiation of locales for the player's benefit.
Adding Transfer Events to the World Map
While you're on the world map, you should add another Parallel Process event for area transfers as well, given that
we have three locations on this map already. Now, let's take some time to go back to our first two maps and add to
them. We want to give the game a coherent direction in plot, rather than just dump the player in the middle of a map
unceremoniously. So, on the first map, let's add an Autorun event with no conditionals. That means that it will activate
as soon as the player enters the game. The first order of business is fading out the screen. Then, use transparent text
boxes aligned with the center of the screen to give a relevant backstory. Just make sure you don't start the game with
an overly long text dump, as most players hate that. A paragraph or two should be enough. Here's what I did:
@>Fadeout Screen
@>Text: -, -, Transparent, Middle
: : A young man awakens from his slumber. He knows only
: : that his name is Eric. He knows not where he is, nor
: : why. What adventures await him? It is time to find
: : out!
@>Wait: 60 frame(s)
@>Control Self Switch: A =ON
@>Fadein Screen
@>
 
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