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首页周末速成:RPG Maker VXAce 2D游戏开发指南
周末速成:RPG Maker VXAce 2D游戏开发指南
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更新于2024-07-22
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"《Make a 2D RPG in a Weekend》是一本由Apress于2015年出版的指南,专为想要在短时间内学习并创建自己的2D角色扮演游戏(RPG)的读者设计。该书特别针对RPG Maker VX Ace这款流行的游戏开发工具,提供了详尽的教学步骤。作者通过一步步的引导,让读者从头到尾了解如何构建一个完整的6级地牢探险游戏——一个典型的 dungeon crawler 游戏。 本书结构紧凑,共分为10章,涵盖了游戏制作的核心环节。第一章介绍了游戏框架的搭建,包括游戏世界的布局和基本设定;第二章至第四章着重于角色的设计和地宫的构建,包括上层和下层的Catacombs of Eagle's Crossing以及各种环境如Pixies' Forest的场景设计;第五章深入探讨了地下的洞穴;第六章扩展到更复杂的区域设计。第七和第八章分别展示了东西两侧的Pixies' Forest,这两个章节强调了环境多样性对游戏体验的影响。 第九章带领读者进入古代神殿,这是游戏的关键剧情节点,通常会包含丰富的谜题和战斗元素。最后一章"What Comes Next"则讨论了游戏完成后的后续工作,如可能的修改、增加新的怪物和任务,以及如何利用所学技能进行自我提升,进一步创作独立的第二款游戏。 此外,附录部分还提供了一系列有用的2D游戏开发资源,帮助读者在项目完成后能够继续扩展和优化他们的作品。通过这本书,即使是没有编程经验的新手也能在周末的时间内,从零开始掌握游戏开发的基础,并建立起自己的游戏制作信心。这不仅是一本教学手册,也是对游戏制作过程的实践指南,是想踏入游戏开发领域者的宝贵参考资源。"
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CHAPTER 1 ■ LAYING OUT THE FRAMEWORK
11
: Branch End
@>Conditional Branch: Variable [0019:X] == 18
@>Conditional Branch: Variable [0020:Y] == 10
@>Transfer Player:[003:Pub] (003,011), Up
@>
: Branch End
@>
: Branch End
@>Conditional Branch: Variable [0019:X] == 18
@>Conditional Branch: Variable [0020:Y] == 19
@>Transfer Player:[004:Magic Shop] (007,011), Up
@>
: Branch End
@>
: Branch End
@>
Tip ■ Another way to go about this is through the use of regions. You would have to use
Get Location Info in conjunction with a third variable, to store the region value of the square
the player is standing on. Then, you use a distinct region for each building entrance. I will be
using regions in a later chapter, but for the most part, you’ll want to pick up my Beginning
RPG Maker VX Ace (Apress 2014) to read more about them.
If we were to use a region for the same effect, part of the Parallel Process event would
look something like the following code (keep in mind that you need to actually mark the
Equipment Shop entrance with the correct region, or nothing will happen):
@>Control Variables: [0019:X] = Player's Map X
@>Control Variables: [0020:Y] = Player's Map Y
@>Get Location Info: [0018], Region ID, Variable [0019][0020]
@>Conditional Branch: Variable [0018:Region] == 1
@>Transfer Player:[002:Weapon Shop] (004,011)
@>
: Branch End
@>
As long as you’re not planning to use the regions for something else (and, given that
you have 63 possible regions, this should not be an issue), it could be a nice way to handle
area transitions. Now, what happens if you want to embrace even more minimalism in
your game and don’t want your buildings to have actual interiors?
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CHAPTER 1 ■ LAYING OUT THE FRAMEWORK
12
The Adventurer’s Quarter in Eagle’s Crossing—
A Minimalist Item Shop
That’s a bit of a mouthful for a section title, isn’t it? Anyway, this section will tackle the
opposite approach. We’re going to create an Item Shop that consists merely of a single
event that handles what would normally be handled by NPCs inside the building. On that
same note, the Item Shop won’t have an interior. We want this event to do the following:
Make the player’s sprite disappear (to simulate the effect of going •
into the building).
Bring up a description of the shop and its keeper(s). For •
subsequent visits, you could make it so that said description is
abbreviated a bit.
Give the player a list of choices. In the Item Shop, the choices •
would be Shop and Leave.
Once the player is done, have him/her leave the shop and make •
his/her sprite reappear.
Otherwise, revert to the previous list of choices, so that the •
character can continue shopping.
If you want to try your hand at the event, here is what it will require in terms of raw
event commands and setup.
Change Transparency•
Show Text•
Show Choices•
Shop Processing•
Set Move Route•
Jump to Label/Label•
The event should have a Below Characters priority and a Player •
Touch trigger.
That shouldn’t be too hard to work out. If you figured it out and want to check against
what I did, or are otherwise stumped, take a look at the following to see the relevant event
code. Do note that we have yet to design what kinds of items our game will have. As that
will be covered later on, I’m using comment placeholders for the event. You’ll want to
place this event directly on top of the entrance to the Item Shop.
Trigger: Player Touch
@>Change Transparency: ON
@>Text: -, -, Normal, Bottom
: : You enter the shop and are instantly overwhelmed by
: : the variety of equipment available. You look at your
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CHAPTER 1 ■ LAYING OUT THE FRAMEWORK
13
: : gold bag as you make your way to the counter, where
: : an older shopkeeper awaits.
@>Label: MainMenu
@>Text: -, -, Normal, Bottom
: : What can I do for you?
@>Show Choices: Shop, Leave
: When [Shop]
@>Comment: Shop Processing Goes Here.
@>Jump to Label: MainMenu
@>
: When [Leave]
@>Set Move Route: Player (Wait)
: : $>Turn Down
: : $>Transparent OFF
: : $>1 Step Forward
@>Text: -, -, Normal, Bottom
: : You leave the shop.
@>
: Branch End
@>
There you have it! The label is used to ensure that the player is not kicked out of
the building as soon as he/she leaves a shop. By doing it this way, we make it so that the
player has to consciously leave the shop. You could do the same thing for each of the
other buildings as well, if you’re so inclined.
Of Blank Maps
As mentioned at the start of the chapter, the source code for this book includes the
entire game. If you’re ever stumped by how I implemented X or Y, feel free to take a
look. Additionally, if you’d rather not draw up the area maps yourself, I provide blank
versions of every single map used for the game in the same project file. Drawing maps
for your game is good practice but one of the most time-consuming aspects of working
with RMVXA. Because the intent of this book is to create and complete a game within a
weekend, don’t hesitate to use the blanks to accelerate your progress, if need be. That
concludes this chapter.
Summary
During the course of this chapter, we started work on our game, establishing the basic
plot of the story, the playable characters, and creation of the basic skeleton of Eagle’s
Crossing. The town will be populated in Chapter 4. In the next chapter, we will create our
game’s main characters and a way for the player to select which to play the game as.
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15
Chapter 2
The Characters of Our Game
This chapter is all about our three characters and the many systems related to them.
During the course of this chapter, I will cover subjects such as the stat system that we will
use for our game, a list of weapons and armor that will be available, and a way for the
player to pick which character he/she would like to use.
Overview
The first order of business is to decide how we want our stat system to work in our
dungeon crawler. By default, RPG Maker VX Ace (RMVXA) favors high numbers. For
example, a character can have up to 9999 HP (health points) and 999 MP (magic points).
However, most of the dungeon crawlers I mentioned in the previous chapter run with
much lower numbers. For instance, Diablo’s characters have one primary stat that can
be increased to 255 and three secondary stats with lower caps. So, in the interest of
differentiating our game a little more from RMVXA’s default system, let’s lower our stats
by a lot. Doing this will also help us simplify the game in ways that possibly won’t be
apparent for quite a while. First, head to the Database and erase the preexisting entries for
everything in the Classes and Actors tabs of the Database. You can find the Database from
the Tools menu at the top of the application or by pressing F9.
Tip ■ A really easy way to purge a Database section is by changing the section’s maximum
entries to 1. You can do this by clicking Change Maximum near the bottom of most Database
tabs. Then, you need only reset the value to the maximum of your choice, right-click the lone
remaining entry, and then click Clear (or press Del) to delete it.
After you are done with the purge, head over to the Classes tab. Let’s create the
classes for our three playable characters. First, we need to figure out each class’s starting
stats, as well as how much of each stat we want them to gain at each level. As I mentioned,
I want the stat system to have low numbers. Right now, all of the stat curves are high.
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CHAPTER 2 ■ THE CHARACTERS OF OUR GAME
16
Take a look at Table 2-1 to see how low I’m going. MHP and MMP are abbreviations of
Maximum HP and Maximum MP respectively. The other abbreviations are as follows:
ATK – Attack•
DEF – Defense•
MAT – Magic Attack•
MDF – Magic Defense•
AGI – Agility•
LUK - Luck •
Table 2-1. List of Base Stats for Each Class and the Stats That They Gain on Each Level Up
Class MHP MMP ATK DEF MAT MDF AGI LUK
Warrior (base stats) 50 0 3 3 1 1 1 1
Warrior (stats per level) 6 0 1 1 0 0 0.5 0.5
Bandit (base stats) 35 15 2 2 2 2 2 2
Bandit (stats per level) 4 2 0.5 0.5 0.5 0.25 1 1
Mage (base stats) 20 30 1 1 3 3 1 1
Mage (stats per level) 2 4 0.25 0.25 1 1 0.5 0.5
As you can see, the Warrior starts with the most HP but no MP, while the Mage starts
with the least HP and the most MP. The Bandit’s stats are between those of the other two
classes. Note how each class differs in its stat gains and its initial stats. Taking the Warrior
class as an example, here’s how you can set up/change its stats:
Double-click any of the eight parameter curves, and a new •
window will open, containing the base curve. Keeping in mind
that RMVXA can plot a custom stat curve, all you need to know is
the character’s stat value at 1 and 99, based on stat growth.
Click Generate Curve, and you’ll get a window much like Figure • 2-1
(which illustrates the Mage’s HP curve). In the Warrior’s case, he
has 50 HP at Level 1. For Level 99, he will have leveled up 98 times
for 6 extra HP a level, or 588 more HP. So, the Warrior will have
638 HP at a hypothetical Level 99.
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