*The path the character will take to the Good King.
The character enters the Good King’s Castle at coordinates 008,012. The character then has 7 steps up
to reach the Good King. So we need to make the character take 7 steps up.
*Event Command List page 2
To make characters or Events move on their own, we can utilize the Set Move Route Event Command.
With this command we can not only make characters move up, down, left and right, but make them
jump, control Switches and various other actions. The command can be found on page 2 of the Event
Command List.
*Settings for the Set Move Route Event Command.
In the top left we can choose who we would like to move. Since it’s the player, we can leave this as
“player”. The box below with the $> in it shows a list of all the Movement Commands we have applied
to the character. It is currently empty. As we select actions from the right, the box will fill up with the
selected Events, forming a list of what the character will do. We want the character to move up 7 times,
so click on the “Move Up” button 7 times. The option “Wait for Completion” can be left as is. If this
option is turned off, the next Event in the List of Event Commands will execute before the movement is
over, thus ruining the timing.
Setting up the Conversation with the Good King
To set the mood properly, we’d like a good fanfare to play in the background. We can set this up with
the Play ME Event Command. ME stands for Music Event. You can find it on page 2 of the Event
Command List. Go ahead and select the Victory1 track.
*The Show Text Event Command
Use the Show Text Event Command and enter some lines of congratulations from the King. It may seem
odd to enter the King’s lines here, outside of the actual King’s Event, but it’s actually fine.
*The graphic we have selected is not available in the trial version.
*The Show Text Event Command
Finally, we’ll add some brief words telling Kenta and his friends’ futures. Just as we did in Level 21 when
the Devil King was defeated, we’ll adjust the screen background and the message positioning for this
important message.
Setting up the Staff Scroll
An essential part to any ending is the staff roll. All the people who deserve credit for their hardwork are
introduced here.
*The Fadeout Screen Event Command
First, we’ll need to fadeout the screen. Do this with the Fadeout Screen Event Command located on
page 2 of the Event Command List.
*The Play BGM Event Command
We’ll also need to set an appropriate BGM. Use the Play BGM Event Command found on page 2 of the
Event Command List. We’ve selected Theme2.
*The BGM we’ve selected is not available in the trial version.
*The Show Text Event Command.
Finally, we can input the names of the staff using the Show Text Event Command. Since we want to
really highlight these names, we’ll set the Background to “Transparent” and Position to “Middle”. There
is no set order to the names in the staff roll. Be sure to include not only the names of those who were
directly involved in the project, but the names of anyone who helped out through playtests, advice and
other indirect means. They will certainly be grateful for the recognition.
*The Return to Title Screen Event Command.
Once all the staff names have been displayed, the game is over. Use the Return to Title Screen Event
Command on page 3 of the Event Command List to bring up the title screen.
Finally, be sure to give your game one more playtest from beginning to end.
In Closing
That concludes the VXQuest journey. We’ve covered the features and functions necessary to creating a
game with RPG Maker. There are many more that we didn’t cover, but if you’ve made it this far, then it
won’t be a problem for you to learn how to use them all as you gain experience with the software.
RPG Maker allows game designers the freedom to create a great variety of games limited only by their
imagination. But, precisely because of this freedom, beginners can feel lost and overwhelmed. As you’re
getting used to the software, don’t feel pressured to complete your game at all costs. Feel free to
explore maps and database settings. As you try new and different things, your image of what kind of
game you’d like to create will solidify. Then you can begin in earnest.
Even if you spend days and still don’t complete a game, that is no reason to worry! RPG Maker isn’t only
about production, but the process as well. Just making games can be fun! And for those of you who
want nothing more than to have your friends play games of your creation, a bit of advice. Try to keep
your first work on the same scale as VXQuest. No matter how small, just the act of completing a game is
an exceptional thrill. Use that thrill as motivation for greater and grander adventures.
As a bonus for those of you who want to create something straight away, we have a collection of ready-
to-use maps for you! We hope they will come in handy as you work on your first masterpiece.
Return to Table of Contents
Bonus: Map Drawing Tips
As a bonus to the course, we’re including some tips on how to draw good maps for your future games.
Some of you might feel that you are not good at drawing maps. Put another way, this just means that
you’re not sure of what needs to be included in your map. Once you are aware of the important points
that all good maps share, then you’ll be well on your way to creating and drawing some great maps. To
get things started, it’s always a good idea to sketch a rough outline on paper before starting in RPG
Maker.
Different Points for Different Maps
Field Maps
When thinking of your Field maps, first consider what route will the player take on the adventure? What
vehicles will be necessary? If the player is to pass through a cave, then a rocky area where a cave would
naturally form is necessary. If the player is to use a boat, then you’ll need to create a wide expanse of
sea. If an airship is called for, then you’ll need to surround the destination with impassable mountains.
By planning the adventure out this way, you will gradually come to an image of what your map will look
like.
Villages
If you’re having difficulty with a village map, then begin by making a list necessary buildings and
locations for the village. Shops and Inns are obviously necessary, but also think about the role that
village plays in the game and in the game world. If it is a port village, then not only will you need a dock
for ships, but also a location to unload and store cargo, as well as homes for all the people who work the
ships and cargo.
Dungeons
With dungeons as well, it’s best to begin by thinking of the purpose or what role the dungeon plays. If
the dungeon is in a natural topographical feature like a cave, then the insides will be correspondingly
intricate. But if it is an artificially created feature like a mine or a robber’s hideout, then the shape will
be much more ordered with straight lines and 90 degree corners. Further, the boss’s room and
geographically placed traps will require a shape that matches the game’s walkthrough.
A Collection of Ready-to-Use Maps
Sometimes, explanations alone are not enough, so we’ve prepared a few sample maps for you to use.
Field 01
Here are 3 large islands surrounding an inner sea and surrounded by the deep sea. We imagine a
scenario where the player needs to find a small boat to cross the inner sea where he will search for a
bigger boat to sail the deep sea. Hopefully, he’ll find an airship on his journey to take him to the dessert
surrounded by mountains at the bottom right of the map. Be sure to think of where you’ll place each of
the vehicles before using this map.
Field 02
With a sea in the middle, this is a map that sends the player around in a circle. It’s also specially
constructed so that the player can’t just walk across it. Instead, the player will need to pass though
mountains via caves or arrange a ship to travel across the sea. Also, since each area is set up individually,
you could create Events that need to be completed before a bridge appears allowing access to the next
area.
Farming Village
There is an Inn in the top left, a shop on the bottom right and a church in the top right.
Port
This map is designed not to show the ships moored here. Instead, you could arrange for the player to
walk off the map along the pier, fade the screen to black and have the player on the boat in the next
scene. The building in the top-left corner is mean to be a light house, but it could also be used as a
storehouse.
Castle Town
The player would pass through the map and enter the castle through the top. There is a bar and Inn in
the bottom left corner.
Snow-covered Village
The building in the top left could be the mayor’s house, or a meeting hall of some sort. The building at
the bottom right could be a storehouse. Since this is a snow-covered area, it may be interesting to build
a basement storehouse somewhere.
Mountain Village
Here you could add a cave at the top of the map and put a room or a dungeon.
Castle, 1st Floor
The staircase in the middle could be a passage up to the audience chamber. This floor may contain the
kitchens, maids and soldiers’ rooms.
Castle, 2nd Floor
The two rooms on the left of the audience chamber could be for the king and his prince or princess.
Directly below the audience chamber could be a dining room with the galley beside it and some waiting
rooms directly above.
Cave-style Dungeon
This would be ideal for the first dungeon of the game. The room with the waterfalls is the boss room.
Gang Hideout
This is a cave within a cave and the chief’s room is the one with the carpet. Behind that would be the
treasure room. The entrance could be guarded by a password, switch or a locked door.
Crystal Cave
With open crevices and crystal pillars, this is a difficult to navigate map. The room in the top left is the
boss room.
Metal Cave
Built on the image of a base from an ancient civilization, the metal floor is beginning to give way and you
can see through it in places. Setting different backgrounds could be a lot of fun with this map.
Underground Canal
Here is a map with metal ladders. Since they are necessary to move around, you could set up puzzles to
allow access to them.
Ancient Ruins
The boss room is in the middle. There is a path around the ruins, so you could utilize the full map by
breaking some of the walls and making some passageways impassable.
How to Use the Sample Maps
We’ve prepared a file with all the above maps. You’re free to use these maps as templates for your
projects. Follow the instructions below if you don’t know how.
1. Open 2 instances of RPG Maker VX. In one is the sample data, in the other is your project.
*Opening 2 instances.
2. Copy the map of your choosing by right-clicking it in the map tree and selecting “Copy”.
*Copying a sample map.
3. Past the copied map into your project by right-clicking in your map tree and selecting “Paste”.
*Pasting the sample map.
*Completed copy!
Each map contains only the bare minimum necessary. Symbols for towns and dungeons, decorations
inside rooms and other details still need to be added. Use the above explanations as a base to create
your own original worlds.
Sample map data: vx_sample_map.exe
NOTE: “Open Project” is not availabel in a trial version of RPG MAKER VX. In order to import this sample
data, you’ll need a full version of RPG MAKER VX.
Return to Table of Contents