TABLE OF CONTENTS
RPG MAKER
THE PURPOSE
HOW TO USE THIS PDF
THE PREPARATION
PLAYTESTING THE GAME
BASIC AND ADVANCED SECTION
BASIC SECTION
LAYOUT
TOOLBAR
MAPPING
a. TILESET
b. DRAWING A MAP
EVENTS
a. TRANSFER
ADVANCED SECTION
COMMAND LISTS
1. RPG MAKER
RPG Maker is a software used in our class to create games. This software offers
shortcuts to the users in creating games. With a click & click, you can basically
create most part of your games. Through this PDF, the basics of RPG Maker will be
covered.
THE PURPOSE
The purpose of using RPG Maker is to learn about the algorithm or the steps
needed in creating games as well as learning about the basics of
programming, developing the logic behind coding/programming or ICT in
general. With RPG Maker, you are able to see behind-the-scenes of digital
applications and add new perspectives to all technologies in the world.
HOW TO USE THIS PDF
This PDF offers different sections. Refer to Table of Contents to see the section
you are looking for. CTRL + F and type the header of the section you are
looking for. If you are feeling adventurous, you are allowed to go even further
into the advanced sections. The basic section will cover only the most
important parts of the software.
THE PREPARATION
Never ever change the position or move around each file inside your game’s
folder. They must be on the same position as the default. Later, the software
won’t be able to locate the necessary file to run your game. If you are saving
something inside the software (e.g., custom character), save at the folder
given and never change it.
PLAYTESTING THE GAME
Use the Play button on the rightmost side of the toolbar to playtest your
game. Make sure you save your file. The game won’t run properly if you
haven’t closed the window of the previous playtest. There can only be one.
BASIC AND ADVANCED SECTION
Basic section covers the very basics and the most important things of the
software. While the advance section is for those who likes to give flavors to
their game and enhance the experience. This version 1.0 focuses more on the
BASIC. In next versions, it will be updated accordingly.
BASIC SECTION
1. LAYOUT
The basic layout of RPG Maker is as follow: (1) Toolbar, (2) Map List, (3) Map Tiles
TOOLBAR
The toolbar has (from the left to the right): New Project, Open Project, Save
Project, Cut, Copy, Paste, Undo, MAP EDITOR, EVENT EDITOR, Pencil,
Rectangle, Circle, Fill, Shadow, Zoom In, Zoom Out, Actual Size, Database,
Plugin Manager, Sound Test, Event Searcher, Resource Manager, Character
Customizer, Playtest. Hovering (placing your mouse) over these icons can
give you tooltip or description of the button and what it does.
Map List
It lists all of your maps and you can create, edit, duplicate, or load maps
using this map list. Just right click the main file name (in the image above,
it’s PDF) and then select any options.
Map Tiles
These tiles are used to draw your maps, think of it like brush types that you
can pick or select in order to draw the exact brush onto the canvas (map).
Selecting tiles only need a left click on the tiles or hold & drag left click to pick
larger tiles.
2. TOOLBAR
MAP EDITOR
This is for you to edit or design your maps. Use this only when you are
DESIGNING or DRAWING the maps. This is not for adding actions or events
in your game. You need to change it to EVENT EDITOR frequently and vice
versa (the other way around). To use the tiles, you need to use MAP EDITOR.
If you can see the tiles, that means you are in MAP EDITOR.
EVENT EDITOR
This is for you to add actions or events or moments to your game. If you can
see grids on your canvas (map), it means you are in EVENT EDITOR. You can’t
draw or design your maps here. You can only create EVENTS. To use this
mode, you just need to double click or RIGHT CLICK > NEW in any grids.
BRUSH TYPE (Pencil, Rectangle, Circle, Fill, Shadow Pen)
Always use Pencil as a default. You use Rectangle, Circle, or Fill whenever
you want to draw big maps or draw same/similar tiles in many areas.
Shadow Pen isn’t needed but it draws a black line like a shadow in order
create some shadowy effects in your game, try it if you want to see.
DATABASE
Database is the storage for your game data. It stores every information that
your game has. You can also call this “settings”, you can find various options
that will be explained below.
PLUGIN MANAGER
This is the settings for plugin. This is for ADVANCED user and will be covered
in ADVANCED SECTION only.
Sound Test, Event Searcher
To test available sounds and to search specific event that has a specific
name.
Resource Manager
The resource folders or the data of your game like images, audios, etc. The
directory is fixed. You can use resource manager to import other files outside
of the game’s folder.
Character Customizer & Playtest
Customize your own character and playtest your game using the button.
3. MAPPING
Using (2) Map List, you can create new maps. RIGHT CLICK > NEW to create new
maps. Change Width & Height accordingly. 1 is for 1 Grid. 17x13 means 17 Grids x 13
Grids (The squares).
NAME & DISPLAY NAME
This is where you name your map. Make sure you name it something you are
easy to identify so you aren’t confused. Display Name is for the name that’s
going to be displayed inside the game when you play it.
TILESET
To change tile types (e.g., indoor, outdoor, or the world), you use this. Decide
what type of map is that, a bedroom? Go for indoor. A playground? Go for
outside. You can always change it later on. RIGHT CLICK on the map’s name
and EDIT. Tile set will be discussed below.
AUTOPLAY BGM & BGS
Use this to add BGM for your map. Whenever you enter the map or in the
map, the BGM selected will play.
ENCOUNTER, PARALLAX BACKGROUND, AND SPECIFY BATTLEBACK
This one will be covered in ADVANCED SECTION. You can skip this part.
A. TILESET
You can find different types of tile set: Overworld (for worlds, think of it as a big
map), Outside (for outdoors), Inside (for indoors), SF inside (for Modern indoors),
SF outside (for Modern outdoors), Dungeon (Fantasy basements).
If you see on the left corner on the bottom, you can see a text. It’s a name for a
tile. You can use it as a reference whenever you are confused what kind of tile it
is. You can select tiles by clicking on it and to select bigger tiles, you click and
drag your mouse to make the white box bigger and select bigger tiles. Make sure
you use PENCIL Brush Type as default especially in drawing furniture and items.
REMINDER: You can’t use different tile set at the same time. You can’t mix
outdoor and indoor. Whenever you change the type of tile set, the tiles will be
replaced so make sure you know exactly what type of map you are about to
draw.
There are different tiles that you can find in one tile set. The tabs A, B, C offer
different types of tiles. A usually for floors, walls (inside and outside), anything
you use as foundation or a ground. B usually for items like furniture or necessary
environmental items (inside and outside). C usually is for additional items like
accessories or specific items. They usually only to add flavors or enhance the
maps.
B. DRAWING A MAP
When drawing maps, make sure you always place entrances or exits. This is
needed to ensure that you know where to find the entrance or exit to another
map. This will be the place where you place TRANSFER event for your player to
move around the map.
You can always return to your maps later on and you don’t need to create it
perfectly. The most important aspect that will definitely affect your game is the
EVENTS, done by using EVENT EDITOR.
4. EVENTS
The EVENT EDITOR is used to create events, characters, or moments for the game
to run.
REMINDER: Make sure you always change between MAP EDITOR and EVENT EDITOR.
They are separated and have different functions.
PLACE YOUR PLAYER
You have to place your player in your FIRST map. Your map will only show
whenever your character is there. If you want to show other map, you have
to move your characters. Right click on ANY GRIDS (make sure there’s
nothing there to block his way) and Starting Position > Player.
CREATING AN EVENT
Create an event by RIGHT CLICK > NEW on any grid or simply double-click.
A new window will pop-up: Name, New Event Page, Copy Event Page, Clear
Event Page, Conditions, Image, Movement, Options, Priority, Trigger,
Contents.
CONDITIONS
Conditions is for advanced user. You can skip for now or find it in ADVANCED
SECTION.
NAME & NOTE
You need to name your events in order for you to know what is it about. Note
is just for note, whatever you type doesn’t affect anything.
IMAGE
Pick any character image here. If you pick one, the character will show up
inside the game including items or tiles (if you pick it). If you leave it blank, it
won’t show up and you can’t interact with it.
MOVEMENT
The character you pick (the one in image) will appear inside your game and
this movement defines how it moves. Fixed meaning that it will stay on the
spot (on the grid) and won’t move. Random will allow the character to move
randomly, similar to a wandering citizen or strangers you find outside.
Approach will allow that character to approach you, it will keep approaching
you. Custom allows you to customize its own path, if you want it to follow a
specific path, you can use this.
OPTIONS
You can skip this. This is an additional setting that will be covered in
ADVANCED SECTION.
NEW, COPY, CLEAR EVENT PAGE
The grids (the squares) are limited, it depends on the size of the maps. You
can create multiple events in one grid by creating new event page. However,
it will always start at the FIRST PAGE, identified by #1 on the tab page. You
can only use CONDITIONS to move to another page. This will be covered in
ADVANCED section. For now, use #1 page only.
PRIORITY
This is quite confusing but this is necessary. Make sure it stays at “SAME AS
CHARACTER”.
a. If you pick below, it’s similar to as if the event is below, on your feet. You
can walk above it but you won’t be able to interact with it (pressing Enter
or Z in game or a click). This is only used in creating tiles that you want to
pass through or events that are triggered/happened after your character
walk into that spot.
b. If you pick above, it’s above you, as if it flies. You can still interact but
when you walk, you are underneath it and covered by it. You can use this
to create high tiles like ceilings or tree branches so you can walk behind
it, adding realistic feeling.
c. If it’s the same as you, it’s directly on your side. You can’t move past it
and you will be stuck, no matter what tiles or items it is. But you can
interact with it.
TRIGGER
This is also another confusing part but this might be needed for you. The
default is Action Button. You use this to define or to tell how you can interact
or talk with the character/item you’ve pick.
a. Action Button: You can interact with the character using click or Z or
Enter.
b. Player Touch: Whenever you move your character and touch the event,
the event plays or triggered or start.
c. Event Touch: Similar to Player Touch but this time, if the event touches
your player. This is suitable for hide-and-seek or the event is chasing you
(using Approach movement)
d. Autorun: The event starts automatically no matter what. It will loop until
you stop it in the EVENT contents. This will be covered in ADVANCED.
e. Parallel: Similar to Autorun. But this time, you can move. Unlike in
autorun, you can’t do anything, think of Autorun as cinematic. The event,
as its name suggests, it starts or done in parallel while playing your game.
Suitable to create weathers or time/clock.
CONTENTS
Here is where you add the contents or the things your game need to do.
Showing text? Walking around? Showing picture? Everything starts from the
top and down to the bottom. The one at the top will always start first.
Programming is step-by-step procedures (an algorithm) that must be done
from the first to the end. Make sure you create a nice order of the contents
so it has a nice transition over contents.
a. CREATING TEXT
You can RIGHT CLICK > NEW under Contents, pick any blank space. This
is how you input commands. You can find the description to each of them
in ADVANCED section but in BASIC, we focus on how to create text. Just
pick Show Text to show text and you can input anything into the new
window. Whenever you interact (click or Z or Enter) in game, this text will
show because you use Show Text and Action Trigger.
If you want to talk to a character in game, your window must look like
this:
This littlegirl will show up because Character Image is selected. The little
girl image will be shown. It will stay on spot because Movement is set to
Fixed. You can interact with it using action buttons (click or z or enter)
because you are using Action Trigger. You can’t move past her and she
will block you, she’s on your side or at the same level because you set
Priority to Same as Character. However, you can interact with her. When
you are interacting, these texts will show up: “Hello!” and “You must be
that young boy that the village is talking about!”
A. TRANSFER
Maps must be connected. They have to have entrances/exits on each spot to
connect all of them. Maps that don’t need Transfer is blank maps used for
transitions or introductions. Remember to draw them, refer to DRAWING A MAP.
You can transfer by RIGHT CLICK on the entrances/exits > QUICK EVENT CREATION
> TRANSFER.
REMINDER: Do not click OK after selecting Location. You must pick a spot from the
map you chose.
Click Location and choose your 2nd map. Make sure you select a spot until the grid
turns white. And then you can click OK. See that it has different map selected from
the image above.
Do this in repeat for all maps and their entrances/exits, that way your character
can move around the map. Playtest it to see if you can move. If you can’t transfer
or stuck in the same map, it means that you haven’t pick the 2 nd map correctly. So,
try deleting it and redoing it until you can transfer.
Congrats, you reach the end of the BASIC. In next versions, mistakes or additions
will be added and improved.
ADVANCED SECTION
The formatting of ADVANCED section isn’t ready and is in a mess. You can refer this if you
want to take a sneak peek.
1. COMMAND LISTS
A. MESSAGE
a. Show Text: This is used to show some text. Type anything here to insert
text.
b. Show Choices: Give choices to your games like Yes, no, or you can
customize your own choices.
c. Input Number: Allow you to input number into a specific variable (storing
number)
d. Select Item: To store Items ID in a variable
e. Show Scrolling Text: like a rolling credit or opening. It shows a scrolling
text.
B. GAME PROGRESSION
a. Control Switches: A condition needed to run something. Similar to a
switch for a lamp. There’s an on and off. If it’s on, it can start or play or
trigger something but when it’s still off, it won’t happen.
b. Control Variables: To store, input, edit, change or modify variables stored
in the database. Variable is a specific formula or a variable that stores a
specific data.
c. Control Self Switch: Similar to switch above. The difference is that the
switch above can be used globally in other events but for this one, it’s
used only inside that event and can’t be used in others. This can be used
to transfer to the 2nd or 3rd or 4th page of the Event page.
d. Control Timer: to count time and to start a timer.
C. PARTY
a. Change Gold: Change the amount of gold (in-game currency) your
character or party has.
b. Change Items: Add or remove items from your character or party
c. Change Weapons: Add or remove weapons from your character or party
d. Change Armors: Add or remove armors
e. Change Party Member: Add or remove an actor (character) into team
D. FLOW CONTROL
a. Conditional Branch: Creates branches of conditions (if else) that need to
be met and create multiple requirements for specific event.
b. Loop: Loop the contents underneath it
c. Break Loop: Stops the loop
d. Exit Event Processing: The event stops.
e. Common Event: To trigger or to activate a common event.
f. Label: To place a label in a specific part of the contents like a chapter of
a book so you can later go to that specific part.
g. Jump to Label: Jump to that specific label and starts from there.
h. Comment: A note or a comment to your program. Doesn’t display
anything, only for you to see or take note of something.
E. MOVEMENT
a. Transfer Player: Transfer player immediately. The difference between the
one in Quick Event Creation is that this one happens inside the event.
When the event is triggered and reach this part, the player immediately
transfers to another map and stop the current event.
b. Set Vehicle Location: To set or to make a vehicle appear on a specific
spot.
c. Scroll Map: To move the camera around the map
d. Set Movement Route: To set or customize your event or character’s
movement.
e. Get on/off vehicle: Allows your character to get on or off the vehicle.
F. CHARACTER
a. Change Transparency: Makes the current event transparent or not.
b. Change Player Followers: Turns on or off player’s followers.
c. Gather Followers: All party members will gather at the same place
d. Show Animation: Show or play animation over the selected event.
e. Show Balloon Icon: Shows emotion icon above the character or event.
f. Erase Event: Erase the current event from the map. However, it is not
permanent and it will reappear when you go back.
G. PICTURE
a. Show Picture: Shows the selected image and assign a number to it.
b. Move Picture: Move the selected image.
c. Rotate Picture: Rotate the selected image.
d. Tint Picture: Colors the picture.
e. Erase Picture: Used to erase the selected image from its number.
H. TIMING
a. Wait: Waits for a specific amount of time. 60 frames = 1 second.
I. SCREEN
a. Fadeout Screen: Fade to black the current screen. It will stay like that until
you fade in. Can be used as transitions.
b. Fade-in Screen: Reveal the screen once again. The counterpart of
Fadeout.
c. Tint Screen: Colors the whole screen, can be use to match the time of the
day e.g., night, dusk, dawn.
d. Flash Screen: Flashing your screen like the usual. Beware!
e. Shake Screen: Shakes screen as if it’s an earthquake.
f. Set Weather Effect: Changes the weather like rain or storm.
J. SCENE CONTROL
a. Battle Processing: Initiates or trigger battles with enemies.
b. Shop Processing: Creates a shop.
c. Name Input Processing: Allow you to input your character’s name.
d. Open Menu Screen: Open the menu.
e. Open Save Screen: Open the save menu.
f. Game Over: Ends the game and send player back to title.
g. Return to Title Screen: Return immediately to title screen.
K. SYSTEM SETTINGS
a. Change Actor Image: Changes the current actor or player image.