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RPG Making with RM2k: The Basic Shop

Right. So you want to make a game. You have the plot thought through, you know the character and what he/she will be like, and you have everything except the game. This guide will take you through the very, very basics of RPG creation using RPG Maker 2000, or RM2k. We’ll start with a basic shop and map creation, in 10 steps. Here goes….

Step 1
Assuming you have installed RM2k, run the program. Double-click the icon on the desktop, or select it from the Start>Programs menu.

Step 2
You should now have RM2k open, with three blank, main areas. First, click Project, then Create New Project. A dialog box will appear, and will ask you for two things: a folder name (for the folder that the entire game will be stored in) and a title for the game (self-explanatory). Once you are happy with both, click OK. Leave the project path.

Step 3
You will notice that all the blank areas now have something in them. We will start with the lowest of the left-hand side boxes. This is the area where all your maps will be shown as files underneath the game folder. At the moment, there is only one: MAP0001. Right-click it, and select Map Properties. In the dialog that appears you can edit the following aspects of your map: Name, Chipsets, Map Size, scroll type, encounter rate, encounter steps, background, BGM, Battle background, teleport escape and save. These allow you to customise your map to your liking. I will explain these options:
Name-This is fairly important, as it allows you to name the various maps in the game according to what happens in them, for example, so you can keep track of what has and ahs not happened so far. For now, call it ‘gamestart’.
Chipsets-You may be thinking ‘what? What have chips got to do with rpgs?’ but these are arguably one of the most important aspects of the game. A Chipset is the set of tiles that you build the maps themselves from, and can be used to represent Events etc. [events are covered later] So, for this example, set this to Fasade.
Map Size-Dictates the overall size of the map, width x height. Set it to 20/30.
The Rest-Can be left as default.

Press OK.

Step 4
Now the map is set up, it’s time to put something in it. In the area above the one we looked at first, you can see your selected tileset. Above the tiles themselves, are rows of Tools. These are not unlike the tools seen in basic image editors like MS Paint. They also operate just about the same. Instead of explaining them all, you can find out how they work by yourself. Click the icon that resembles a pen. Now select the grass tile (it’s sort of green and fluffy) and move the cursor over to the large area (the map window) which currently has only sea tiles in it. These are the default tiles, by the way. Now, draw! Click and drag to make a continuous line, and single-click to draw one tile at a time. Use the other tools in almost the same way, except with the Square and Circle tools, which you should drag out to make a larger/smaller circle or square.

Step 5
When you have finished experimenting, use the Fill tool to make the map sea again. Now reselect the grass, and the circle tool. Draw a small to medium-sized circle, which should be about 10-15 squares by 10-15 squares. Select the Pen again, and use the long grass to add to the island (put some anywhere). Now it starts to get harder.

Step 6
Three squares down to the right side of the tileset, there are a set of tiles () which look like light-coloured walls with wooden structuring on the edges. Select the top left-hand corner of this group, the one with the corner brace. Put it somewhere low down on your map, about four tiles from the edge of the land. Now select the one beneath that in the tileset, and put two or three of them below the corner tile. Across from this tile in the tileset (next to it on the right) is a tile for the top of the wall, so build three of these next to the tiles that are already on the map. Now use the opposite corner/side tiles to build the outline of you building and then fill in the bottom and middle with blank wall tiles.

Step 5
Using the tile that is located directly above the right-hand corner brace tile, make a roof about four tiles high and the same width as your house. The reason for this tile being used is that it means there is nothing there, or nothing worth using extra tiles for. Of course you may wish to use real roof tiles, which are found sixteen tiles down in the set, and should be built slightly lower than with the black square.

Step 6
Now, we need doors and windows. Underneath the ‘Help’ tab along the top of your screen, there are three boxes that have cursors in them. Click the middle one. The screen will go a shade darker, but this is normal . Notice that your tileset has changed. Scroll down it to tiles 19+20 on the far right hand side. Drag your selection box to cover both, and place them on your house wherever you want them. Now is also the time to add windows etc, a selection of which can be found at 11, 12 and 13 tiles down.

Step 7
Now, to get inside the house you will need to set an Event on the door. Remember the three boxes from Step 6? Now you can click the third box. The screen will lighten again, and a grid will appear. Double-click the bottom door tile. You will see a large dialog appear. Alter the following things: Event Start Condition (change to Hero Touch), priority type (set to Common Char Above) and Events Commands (see step 8).

Step 8
Change the Events Commands by double clicking the <> in the field. Select tab 2. Click ‘Call shop…’. Set the items you wish to have sold in the shop by selecting them and clicking Add. When you are finished, click OK. Make sure that when you return to the Event Editor, the graphics box displays a blank pink tile.

Step 9
Double-click the top of the door. This time only edit the Priority Type and change it to Common Top Char.

Step 10
Right-click anywhere on the island. Select ‘Set Start Party Position’. Click the yellow arrow at the top of the screen to test out your new shop!

by Neil