That's an interesting idea, but that would require you to convert objects (aka events) on the map to image coordinates and vice-versa. In other words, it would make things more difficult. I'd recommend sticking to events unless the objects that the projectiles interact with are images in the first place
@@TheOdie events are more painstaking to paste in every maps ive created and even I have to fix bugs and update it. What if I want to fire more than a projectile? Cost me to paste more events. Common events can be a work around with plugins and scripts. Before I made Zelda I have to shoot a projectile one at a time. Oh I know how terrains work on tileset. Like setting it up 1 will be solid, 2 would be a fence that passes through. I don't even need regions and it's alot faster except it's limited to 7 unless you can change the switch or variable. Rpg2k3 has unlimited terrains.
Hi, thanks for the tutorial. Easy like and subscribe. (Just hope RU-vid algorithm doesn’t start thinking I want unskippable horror ads). The thing I’m struggling with is making objects/doodads break line of sight, as the aura in these cases go through trees etc. Static chasers are fine as I can just break up the facing direction condition into 4 separate conditional branches and do the ranges. But I want this for enemies with random movements. Having “safe spots” via specific tile events and region ID/map ID stuff to turn off switches is also not quite what I’m after. What I’m trying now is making the chaser fire invisible dummy projectiles that detects/initiates chase sequence if it they hit. But it feels a little clunky. Do you have a good solution for this?
Unfortunately, it isn't easy to do. I explained a similar situation to another commenter in this video not so long ago. It would require a bit of trigonometry, where you're making a triangle (diffX is length, diffY is height, and hypotenuse is the space between them). You'll be testing that difference one space at a time to identify if it's a blockage (you'll define them with region ID tags, i.e. region ID 1 are walls. If space has region ID 1, do not see the player). Overall, it'd be a lot easier with a plugin than to make via events. I'll touch upon this after I release my current project, Captive: You Are My Idol, since I did this in that game
Godot, Unreal, and Unity don't really do 3D for free because TIME is MONEY. If someone doesn't already know how to use those engines, then it's like, do they spend two years programming Pong to learn how to do this, or do they spend a weekend learning how to use RPG Maker.
This is EXACTLY what I was looking for! Google was no help! Why this isn't a standard function of RPG Maker's movement system I will never understand. Thank you! You wouldn't happen to know how to make an enemy not get stuck when moving away from the player, would you?
@@TheOdie Actually, upon testing this in game, I don't see much of a difference between what the regular approach player route does and both versions of those scripts. Perhaps asking the AI to find its way around a big fence is just too complex.
@devinlupei5071 the pathfinder does have a limit. If the map is too big, it won't work. In this case, I would suggest looking into a plugin. Visustella might be worth looking into as they provide a lot of quality of life items
Dunno if you still reply. but is there a simple way to also get this killer to chase at a speed between 4 and 5? Like 4.5? I've tried separate scripts but I think it's getting overwritten somehow
Is the event changing pages? Or is a switch is triggering it on/ off? If so, this may cause the change in speed to be rewritten. The event speed will initialize when that page/event becomes active. Then your command to change its speed will have to come after
RPG Architect is another pretty cool one to look into if you want the RPG Maker feel but also want it in 3D. It's also made by a solo dev but he's a madman and updates it all the time, with the general ethos that anything that would be a "necessary plugin" should be incorporated directly into the engine. That way, you won't run into nearly as many conflicts as you would with MZ3D. The downside to Architect is that it doesn't currently have plugin support, so you're limited by what the engine itself can do. However, the engine is very robust and in many ways, more robust than RPG Maker itself.
I'm a complete noob when it comes to writing script code for RPG Maker MZ but I'm wondering if there's a way to make it so an enemy NPC only sees you if they're directly facing you and are within say 2 tiles of the enemy. As of now the enemy event detects the player from the sides/back which isn't ideal. Using MZ3D to make the game 3D and have a maze where the character has to sneak past enemies but if caught start a battle. Then I can begin to try and figure out the Region ID thing so the 3D walls also block vision. Any help is greatly appreciated! :) Also I can take a short video to show what I'm working on if seeing it visually would help!
You'll want to use the facing direction & line vision conditions. If I didn't demonstrate that exactly in the video, you should be able to see an example of direction and one of the vision patterns used together in there. I also explain how to adjust the vision range. If the video is too lengthy for your preference, the code on my site in the descriptions is written there. Best of luck on your dev journey!
@@TheOdie That did the trick, using two conditional branches first looking for direction and the second the line vision conditions, thank you so much! :D
BTS of Captive YAMI on IG! instagram.com/theodiegames/ (That was a lot of acronyms) Wishlist on Steam Today! - store.steampowered.com/app/2953160/Captive_You_Are_My_Idol/
Hey, I'm starting to program a battle in RPG Maker MV. Now I just created some new skills, but for some reason the "Magic" option is showing up twice in my battle menu for one of my characters but not the other. Why is that and how can I fix it?
It honestly gets extremely complicated. You use region IDs and must check if the wall is between the player and subject. I've made this in my current project Captive: YAMI. Here's the steps: 1)Region ID the map's walls. 2) Check if player is in subject's sight as in the tutorial 3) Check if player is above, below, left, or right of subject 4) Check if that region ID is between them. As you can imagine, it gets more complicated with different vision types. At this point, you'll want to find a plugin unless you're good at both trigonometry and rpg maker eventing
What's that? You haven't wishlisted Captive: YAMI yet?! What are you waiting for?! store.steampowered.com/app/2953160/Captive_You_Are_My_Idol/ Teaser: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-4gFShW0Xpb0.html
@peppercraftyt5346 yup! To elaborate, I start a canvas with dimensions of 24x24 if I want the character to be 1 wide and 1 tile tall. If i want it 1 wide and 2 tall, then i multiply height by 2. Finally, I multiply both height and width by 2 to make each tile 48x48. So art wise, each tile is 24x24, but mechanically, 48x48
If you want RPG Maker to be 3D, then there's "RPG Developer BAKIN". I know that engine is still a baby, but they've got the essentials. Similiar event-based system, just like in RPG Makers. Meaning "no need to learn programming", just like in RPGMs. Besides you can easily import any 3D object into the game. You can make your game 2DHD or 2,5D , scene objects are 3D while animating characters are 2D or even the opposite. Gives you a lot of control with the effects, + can utilize effekseer, capable of post processing which is so easy to use. I can keep adding to the list, but shortly, all the things you do in RPG Makers are now 3D with BAKIN + gives you unity 4 level visual design options. And I think it could be the most fitting engine, if you're creating PS1 / PS2 style horror game with tank controls. And yes community is already building lots of plugins for BAKIN.
I've linked a chase to an event for picking up an item. The item does not reappear, but the chase does. How can I make it so that the chase does not reappear?
@@TheOdie Actually, I had to make the event disappear in a different room. I just have to use a different switch for different chases. Thanks for reminding me.
@@TheOdie okay, I just tried doing this in a different room than before and it doesn't do anything. I've tried conditions, switches, erasing the event. Nothing prevents the repetition.
@TheLastLivinGameCube if your map is too large, pathfinder stops working. Unfortunately, this is a limitation with the engine. If it is something else, feel free to send me videos/screenshots to my email in the descriptions of this vid
How do you make it so that an enemy can only chase you once? I've tried Erase event, End event processing, and Control self switches, but nothing worked.
I made a playlist that tackles the basics to make an RPG Maker Horror Game. The basics go up to part 5 and can be lengthy, but most who've seen it didn't need tutorials after that ^.^ ru-vid.com/group/PLmqD_CN4-c_t5LJJp8bvpIZNlflrXBCIu
Seeing doom run on a nes is more interesting than seeing it run on Windows 11. Who knows why people like seeing things that are different. If all games look the same, doesn’t matter how good the effect is, people will be numb to it. Being as the 3D effect is unique to rpg maker that makes it more appealing than to see it running in unreal
I loved using RPG Maker 3 on the PS2, even though it was limited. Making things in 3D was downright magical. I eventually moved on to PC RPG Makers (XP to VX Ace to MV). Each one was more customizable than the last, but I still longed to make maps in 3D. So, when I discovered that MV3D existed (also the MZ version I guess), it felt like I was given a gift from GOD.
I'm also thinking of recording a video story of my development. There's a lot to tell there. I know that English is weak in my game. But I live in Ukraine and the game was translated just in time for the winter when, because of the war, my light only worked for 2 hours and then it didn’t work for 4 hours. And I only have a PC. And I also had to do a graduation project at the university. I thought I was going crazy. I definitely need to try and record a video of the development story.
Please check your email. I sent you the key to a game on an RPG maker that I myself developed and published on Steam in less than a year and a half. I think it would be interesting for you to look at it, considering how much I was able to implement in it, albeit with the help of plugins.