RPG Maker VX Ace

RPG Maker VX Ace

RPG Maker VX Ace

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学习RPG制作大师?关注一个公众号就够了。 RPG制作大师基础教程,持续更新中... RPG制作大师基础教程 引用自作者:人本游戏,地丑德齐,天道酬勤 索引【RPG制作大师基础教程】 工具入门篇:创建一个世界 工具入门篇:新建一个地图 工具入门篇:绘制一个房子(外观) 工具入门篇:绘制一个房子(内部) 工具入门篇:你好,NPC!工具入门篇:造一个任意门 事件基础篇 事件基础篇:什么是开关 事件基础篇:什么是变量 事件基础篇:什么是条件分歧 事件基础篇:什么是循环 事件基础篇:出现条件与触发方式 事件基础篇:显示图片怎么玩 事件基础篇:控制字符怎么用 事件进阶篇 事件进阶篇:昼夜系统 事件进阶篇:踩冰小游戏 事件进阶篇:点灯游戏 事件进阶篇:脚步声 事件进阶篇:限时武器 数据库篇 数据库篇:特性与效果 地图绘制篇 地图绘制篇:【用RTP绘制地图】民宅 地图绘制篇:【用RTP绘制地图】商店 地图绘制篇:【用RTP绘制地图】树林 地图绘制篇:【用RTP绘制地图】TileA地图绘制篇:【使用RTP绘制地图】比例 地图绘制篇:【使用RTP绘制地图】阴影 资源整理篇 资源整理篇:如何导入素材 资源整理篇:将自己喜欢的素材放入游戏 资源整理篇:行走图修改 资源整理篇:图标修改和制作 资源整理篇:图块修改 资源整理篇:制作一个LOGO 资源整理篇:世界地图的制作 资源整理篇:摇摆的树 资源整理篇:立绘与行走图的配合 资源整理篇:使用远景来画地图吧! 资源整理篇:简易的LOGO制作教程 开源游戏篇 开源游戏篇:我是跳跳侠 开源游戏篇:沉默的纸飞机 开源游戏篇:逐梦 游戏设计篇 游戏设计篇:数还是诗?——游戏浪漫主义的取舍 游戏设计篇:设计一个火球术:LV2——异形的策划探索之旅(95) 游戏设计篇:怎样写好一篇游戏评测? 游戏设计篇:一句话灵感 游戏设计篇:角色设定法则:我不是拯救世界,我是拯救你! 游戏设计篇:如果宝箱NPC拟人化……你会如何理解这个角色。

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好的,我想制作一个类似“枪械”的技能,它需要一回合射击,然后一回合装填。比如,使用射击技能后,该技能会被替换为装填技能,反之亦然。请帮忙。

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你是 RPG Maker 的新手吗?那你肯定需要一些捷克语视频教程!幸好你找到了这个主题。在最初的视频中,我会大致介绍整个程序,包括各个功能的位置,之后教程会聚焦于特定功能、技巧和问题。 你将学习地图制作基础、事件创建、脚本的安装与使用等更多内容。 #1 基础 这是整个系列的第一集,入门篇。在本视频中,我会总体介绍 RPG Maker 的整个界面,包括各功能的位置、如何创建地图以及你可以从程序中期待什么。 如果你已经使用过 RPG Maker 并且熟悉其界面,可以跳过本教程,直接学习高级功能。

#2 事件 在这一部分中,我们将总体了解事件。我会向你介绍事件各功能的作用、设置方法以及事件的运行方式。 如果你在事件触发、动画设置或NPC移动方面遇到问题,那么这部分内容正是为你准备的。 #3 数据库 数据库几乎包含了你所需的一切内容。由于其中涵盖的内容非常丰富,我专门用了一整节来讲解。在本节中,我会解释数据库的所有功能以及正确的使用方法。 #4 脚本 借助脚本可以实现许多强大的功能,甚至能够从根本上改变整个游戏的外观和系统。RPG Maker 使用 Ruby 编程语言,如果你掌握该语言,就能轻松上手。如果不会,也不用灰心。这里有一个庞大的社区,他们为开发者免费制作脚本。您可以在自己的游戏中使用这些脚本。我最喜欢的脚本作者之一是Yanfly[yanflychannel.wordpress.com]。 本教程将结束对RPG Maker的漫长介绍,后续教程将解决具体问题或您遇到的难题。或许还会包含各种您可以使用的技巧 :) #5 控制变量 经过4个详细介绍RPG Maker各项功能的教程章节后,我们终于要开始讲解一些具体且相对简短的内容了。从本教程开始,后续将只针对具体内容和技巧进行尽可能详细的讲解。在本视频中,我将展示如何处理数值变量(Control Variables),包括如何为其赋值、可以使用哪些数据以及它们的实际应用。 #6 自动运行(Autorun) 自动运行(Autorun)是一种事件触发机制类型。 制作游戏时很难离开此功能,因此了解如何使用它们,尤其是如何正确结束它们以避免问题,是很有必要的。 #7 循环(Loops)和标签(Labels) 我第一次接触标签(Labels)时,不知道它们有什么用或如何使用。我想你们可能也有类似的问题,因此在本教程中,我将展示“标签(Label)”和“跳转到标签(Jump to Label)”功能的实际用途。同时,我还将展示循环(Loop)的用法,以及如何使用标签使其起到循环的作用。#8 视差背景 视差背景是一种高级的地图制作技术,需要结合图像编辑器(如Photoshop、Gimp等)和RPG Maker地图编辑器来使用。为了让你对它有个概念,最好举个例子——你先在RPG Maker中制作地图,将其截图后导入Photoshop,在里面添加更多细节,比如树木、阴影、花朵等。保存后,在RPG Maker中将该图像设为地图背景,然后只需设置好玩家的可通行区域和不可通行区域,就能得到一个在RPG Maker中无法直接制作的精美场景了。 #9 偏移映射 视差背景确实是一种高级的地图制作技术,但这还不是全部。还有另一种技术叫做偏移映射(Shift Mapping),也称为Shift-Click映射。要使用这项技术,你只需要RPG Maker。在制作地图时,按住左Shift键可以达到特定的视觉效果。更多内容请见视频。 #10 脚本调用(Script Calls) 如果你打算编写自己的脚本,或者只需要更复杂的条件,就需要知道如何获取一些游戏数据。脚本调用正是为此而生。你可以在此处找到脚本调用的集合。 #11 条件分支(Conditional Branch/Podmínky) 你已经掌握了基本条件和脚本调用吗?现在是时候了解更复杂的条件树及其实际应用了。 结语 当然,这个视频教程系列并不会就此结束!未来这里会出现更多教程。目前我正在制作几个新视频。如果你遇到任何问题,请在评论区留言。如果涉及更复杂的内容,我会制作关于问题解决方案的视频。大家有问题尽管问。 如果您喜欢我的作品,可以在以下平台关注我: YouTube频道 Facebook[www.facebook.com] Twitter 网站[czechletsplay.cz] 完整的教程播放列表可在此处查看。

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For the purpose of these tutorials I plan on designing 3 boss types that designers can look at and play around with for their own designs. The three types I’ll be working with are The Tank, The Berserker, and the Multi Type. These designs aren’t meant to be simple copy and paste designs for those lazy developers out their but are supposed to jump-start ideas regarding the design of your games bosses. Before that though, there are a few things I want to point out. Naming Naming your boss really shouldn’t be an issue but time and time again I’ve seen designers drop either random names or famous names referencing another object but have nothing to do with it. aside from stolen IP’s. Much like the importance of characters, bosses need to be named according to what they represent and not simply named something you think is cool. Take the time and effort to name your bosses is all that I ask. Themes and Types A bosses theme is the first of five important aspects that go into the design of a boss. Themes for bosses come in many flavors but the theme that is most suited is dependent on the game in question. Generic Bosses tend to be themed after either their appearance, abilities, or the area that they inhabit. The other type of bosses are either heavily tied into the plot, or exist merely to challenge players. The three bosses being designed for this tutorial fall into the former category while the Arcana Bosses and Elizabeth of Persona 3 are examples of bosses that fall into the latter type. A bosses type is the second of five aspects that tie together a convincing and challenging boss. The bosses type can be considered the template which you’re using to design your boss. When making a boss, you need to ask yourself questions that relate to the type of boss you want to create. What kind of attributes does it have? What kind of skill set does it have? How does it react to certain damage and skill types? asking these questions can lead you to define a more focused and structured boss encounter which leaves us with the three designed for this tutorial. •Iron Golem •Boss Type: Physical Tank •Boss Theme: Mechanical Guard •Triforce •Boss Type: Multiple Limbs •Boss Theme: Three Headed Dragon •The Juggernaut •Boss Type: Berserker •Boss Theme: Physical Powerhouse Attributes The third aspect to boss designs is one of the most overlooked area’s in terms of balancing and effort is concerned. A bosses attributes are what make it stand out in the game as a boss. Simply giving a boss 100x a random value for HP and 2x to 3x the players stats is not making a boss, it is an extremely lazy approach and needs to be stopped. Players absolutely hate overpowered Meat Tanks that have no weaknesses to take advantage of and overbearing attacks that wipe out the party. A bosses attributes should reflect everything about it including the Theme, Type, Skills, and Behavior. Using The Juggernaut as an example, his stats revolve around having an average HP Pool, High ATK power, and average or below average ability in just about every other area. What he also possesses is a weakness to Blinding (Lowers his accuracy drastically) and Burning(Deals HP Damage over time). However he also resist anything Poison Typed based due to the makeup of his body. The main thing here is a method of bringing down his overbearing ATK power so that it’s more manageable for the player in regards to protecting themselves against it. No, and I absolutely mean No boss should be immune to nearly every single status effect and debuff in the game. It’s absurdly unfair to the player and is what I personally think is a lazy design aspect for what kids consider "Hard" bosses. On the other side of the spectrum, we have this tool called Resistances that developers tend to ignore a great deal of the time aside from making one element a weak point and leaving the rest untouched. Clever manipulation of this ever useful tool can make design bosses easier as they can more often than not replace the absurdly high base stat of a boss. In the case of the Iron Golem who has a great level of resistance to Physical Damage (reduced to 10%), to go alongside his already heightened Physical ATK and DEF, he has glaring weaknesses in several areas as well. First and foremost are his resistances to Fire, Ice, and Volt, where he takes normal damage from both Fire and Ice, and 300% Damage from the Volt element. To add on to this, his resistances to the status effects Overheatand Critical Error are extremely low, making the viable options for the player to take a chance with outside of Volt Damage. The Status effect of Overheating causes his skill cost to shoot up to 1.5x their base cost while also reducing all of his stats by 25%. Additionally, Overheating will completely disable any defenses he has whatsoever leaving him to be a sitting duck. Critical Error can cause the boss to random attack either it’s own forces or the player while disabling it’s defenses much like Overheating does before it. These are just a few ways to design your bosses. Behavior Patterns Bosses can easily become a bit more challenging if you have them change their attack behaviors when certain ailments are inflicted. In the case of The Juggernaut, it will attack wildly when Blinded, often using a stronger skill set but not something that can easily connect with the players party when used. The skills Thrash About, Bulldoze, and Roar are used more frequently while it’s in this state, but the former two already have a low hit rate to start with. Other bosses can obtain a zen like accuracy, or even be smart enough to heal themselves if possible. Learn how to take control of those behaviors and use them to your advantage. Skills For the issue with skills, they they should also fall into the theme and type of boss that you’re developing with an altered behavior pattern compared to similar enemy types. What makes them stand out isn’t unique skills, but rather how their existing skills can be linked together to become a devastating weapon against the player. A boss doesn’t need to have it’s skill set focused on a particular type as they’re generally supposed to be able to be an all-rounder unless design dictates otherwise. The boss Triforce clearly wields the 3 Elements in it’s arsenal of skills, each tied to a specific body part, but also has skill associated with it’s main body as well, which can be anything from a physical attacker to a self regenerating support type depending on how you want to design it. End of guide I DID NOT MAKE THIS GUIDE. All credit goes to Lowell Richards on the RPG MAKER VX ACE Community forums. http://www.rpgmakervxace.net/topic/1098-battle-systems-101-creating-bosses/ Original Post. I uploaded this here for easy viewing for the steam community.

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这个由三部分组成的新手系列视频总长超过2小时,涵盖了所有基础知识:界面、基础地图制作、NPC、基础任务、开关与变量、移动路线、公共事件,甚至还包括如何安装和使用脚本。视频描述中包含可点击的章节链接,方便导航。 第一部分:RPG制作大师VX Ace程序概述

这是程序本身的概述。我会尽量介绍每个按钮的功能。你可以随时跳转到感兴趣的部分: 1:40 - 地图属性 5:03 - 工具栏 7:40 - 绘制地图 9:13 - 游戏属性(键盘重映射) 11:00 - 数据库(角色、物品、武器等) 15:36 - 图块集 25:55 - 资源管理器("DLC"和RTP) 28:28 - 脚本编辑器 31:14 - 内置角色生成器和游戏角色中心(独立程序) 33:47 - 事件,添加NPC和简单事件 39:34 - 区域 第二部分:基础事件与任务 我们快速创建第二个地图,并学习如何设置传送点/门。 12:40 - 添加宝箱和NPC,并了解基础自开关。23:08 - 我们使用条件分支、【选项】和独立开关来创建一个交互式的收集任务。 36:05 - 我们通过对话框和面部图像创建角色之间的【对话】,并讨论文本格式。 我还会讨论一些你可能遇到的问题以及解决方法。第三部分:开关、变量、独立开关、移动路线、脚本 1:58 - 条件与(全局)开关 4:57 - 使用全局开关创建新任务 8:04 - 自主移动、移动路线 17:25 - 安装首个脚本(记住事件位置) 23:40 - 独立开关的优势 29:40 - 使用开关采摘花朵 34:28 - 嵌套条件 39:12 - 使用标签跳过代码 40:53 - 使用变量统计闻过的花朵数量 47:44 - 将物品数量设为变量、收集三瓶药水的任务 54:03 - 用于重复设置变量的公共事件 56:49 - 用于设置初始物品/开关的不可见自动执行事件

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本指南介绍了在出色的游戏引擎RPG Maker VX Ace中附加内容(更准确地说是其使用方法)。 购买 当用户购买了该引擎后,我非常确定他们会想要为其购买DLC,以装饰自己的游戏。然而,在购买并安装附加内容后,会出现以下问题——我们在引擎中看不到任何变化。我们现在就来解决这个问题。解决方法 购买后,需要立即安装引擎(如果由于某些原因尚未安装)和DLC本身。启动时,显然看不到任何新内容。因此,我们通过本地磁盘进入Steam库,找到RPGVXAce。然后进入该文件夹,寻找另一个名为dlc的文件夹。路径大致如下(取决于安装在哪个磁盘): E: SteamLibrary steamapps common RPGVXAce dlc 进入该路径后,如果已安装DLC,会显示已购买下载的DLC文件夹。接下来更简单:将DLC文件夹中的素材复制到引擎素材文件夹中。以下是示例: 从DLC文件夹中: E: SteamLibrary steamapps common RPGVXAce dlc Samurai Battlers 到引擎素材文件夹: E: SteamLibrary steamapps common RPGVXAce rtp Graphics Battlers 移动素材后,只需启动引擎即可开始创作。 结束 最近了解到一个更“官方”的方法:按F10,选择文件夹并导入。

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如何不浪费Steam点数 步骤1:不要给本指南奖励 就是不要给本指南奖励,我完全不配获得你辛苦赚来的点数。 谢谢

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