Using tileset A, we’ve drawn the walls and stone foundation of the village. Since it’s a port, we’ve
included included 2 docks that stretch into the sea on the right side.
*Adding buildings and decorations
Now that we have a rough outline, let’s build some buildings. We used tileset A for the buildings’ roofs
and walls, then used tileset B for the windows and other decorative touches.
*Completed village
We’ve created an inn, a weapons shop and an item shop. The signs for each building came from tileset B.
*Entrance/Exit sign tiles.
Now, just add some entrances/exits to you buildings and Minato Port is complete. They’re a little hard
to find in the tile set, so we’ve outlined them in red in the image above.
Connecting with the Field map
Having completed the map of Minato, let’s connect it to the Field map in the same way we connected
the Good King’s Castle map.
*Calling the Quick Event Creation function
Switch to Event mode and right click on the map’s entrance (coordinates 006,012). From the pop-up
menu select Quick “Event Creation” and then “Transfer”.
*Setting the coordinates on the destination map.
Select Field as the destination map and then double click on the coordinates 011,012. We can now move
from from Minato Port (006,012) to the Field map (011,012).
Now, following the same steps, connect the Field map (011,012) with Minato Port (006,012).
Step 14: Using the Map Tree
Next, let’s set up the entrances to the shops in our village. To do that, we need to draw a new map.
*The map tree shows the relationships between maps.
Let’s create the Inn map. By selecting “New Map” after right-clicking on “Minato Port”, you’ll see a new
map appear underneath and to the right of “Minato Port”. This is how the map tree shows relationships
between maps. “Minato Port” is the parent map and “Inn” is the child map. Such parent-child
relationships are useful since they allow us to group related maps together easily and to quickly see at a
glance relationships between maps. Parent maps also automatically transfer certain settings like BGM
down to child maps, saving us a lot of time and work.
*New map settings.
Let’s leave the size at the default setting. Since “Minato Port” is the parent map, this one will
automatically have “Town1” set as its BGM, so we don’t need to set that here.
Let’s begin drawing the map.
Switch to Map mode.
From tileset A, choose tiles that go well together and draw the roof, walls and floor. Next, you can
decorate the map to make it look like an Inn. The key here, as with any other map, is to make it look Inn-
ish. For example, an Inn should be full of beds, an item shop full of items to sell and so on. There are no
rules to here, so you may feel a bit overwhelmed at first. But don’t worry, as you get used to it, drawing
maps like this can become a lot of fun.
*Completed Inn map.
Using the same methods, create the weapon shop and the item shop.
*Showing the relationships between maps in the map tree.
By clicking on “Minato Port” at the top of the map tree, you can create additional child maps. Each of
these maps will share the BGM, size and other settings as the parent map.
*Completed weapons shop.
*Completed item shop.
Step 15: Creating Doors with Quick Events
Once you’re done drawing your maps, don’t forget to link them with their parent map. In the past we
used “Quick Event Creation” -> “Transfer” to accomplish this. This time, we will try out a new feature.
Select “Minato Port” from the map tree and switch to Event mode.
*Selecting (003,008), the entrance of the Inn.
Next, right-click on the entrance of the Inn. Select “Quick Event Creation” and then “Door...” from the
pop-up menu.
*Door dialogue.
Setting the coordinates for the destination is just the same as with a “Transfer” event. However, when
we use a door graphic RPG Maker VX utilizes a graphic animation pattern to show the door opening.
Let’s select (008.012) as our destination point on the Inn map.
*Setting the transfer point from the Inn to Minato Port.
Conversely, we don’t need a door graphic when leaving the shop (008,012), so we can simply create a
Transfer event to get back to Minato Port (003,009).
Following the same steps, create Doors and Transfer events for the remaining locations.
*After completing the Door events.
As the number of maps in your game grows, it becomes increasingly difficult to ensure that they are all
connected. It’s a bit of a pain, but playtesting each Door and Transfer point after you make them is a
good idea.
Congratulations! You have cleared Level 6. Our village feels a bit lonely since no one is living there yet! In
Level 7 we’ll populate our village and add staff to our shops.
Return to Table of Contents
Level 7: Creating Shops
Welcome to Level 7 of the RPG Maker VX Introductory Course. In Level 6 we created the maps for
Minato Port and all of its shops.
In this Level, we will create the villagers and Events for the shops.
Step 16: Creating Villagers
Step 16: Creating Villagers
LeSt’tsesptar1t6w:itChrcereaattiinngg tVheillRaPgGesrtsandard: the person who tells you the name of the town.
Switch to Event mode.
*Creating a new Event
Select the coordinates you want to put the person (we’re using 007,008) and right-click. Select “New
Event” from the pop-up menu.
Setting the Graphic and Other Options
*Selecting a graphic
Double-click the “Graphic” box to select the graphic for the character. We’ve chosen the girl second
from the left in the top row of Actor1. Let’s allow her to wander about the town freely.
*Setting the random movement feature.
Set an Event’s movement using the Autonomous Movement pane. The default is set to “Fixed”, or
no movement. Characters can be set to move along a fixed path or randomly. To select random
movement, click on the drop-down arrow “▼” to the right of “Type” and select “Random” from
the pull-down menu. The Speed pane is for adjusting how quickly the Event moves, and the Frequency
pane is for adjusting the number of occurrences. We can leave these at their default settings. The
Option, Priority and Trigger panes can also be left at their initial settings.
Inputting a Message
*List of Event Commands (page 1)
Just as we did in Level 4, let’s insert the characters lines by double-clicking on the “@” mark inside the
“List of Event” Commands box and selecting “Show Text” from the next dialogue.
*The Show Text Event Command
Insert the cursor into the “Text” box and input the character’s lines. Then go ahead and choose a
suitable Face Graphic.
*Learning the name of the village.
And this is how we use the “Show Text” Event Command to create people who give our character hints.
Of course we don’t need to restrict ourselves to just hints, but opportunities to learn about the game’s
worldview, bits of information to move along game play and even unrelated information can be very
entertaining. Such characters are very important to creating the atmosphere of your game.
Step 17: Creating the Inn
NeSxtte, lpet1’s6c:reCarteeathteincghaVraicltlaergsewrhso will work in the various shops we have created. We’ll begin with
the Inn.
Switch to Event mode.
Connecting with the Field map
*Quick Event Creation
We can create the Inn Event using the Quick Event Creation function. Right-click on the coordinates you
want to place your Inn-keeper (we’re using 012,005), and select “Inn...” from the Quick Event Creation
menu.
Setting the Graphic and Price
*Quick Event Creation “Inn” dialogue.
In the full version of RPG Maker the Inn-keeper’s graphic is preset. If you wish to change it, just double-
click in the Graphic box. The “Price” box is the cost, in gold, of one night’s stay. In this case, the price is
10 gold for one night. Once you’ve decided on a graphic and a price, click on OK.
*Completed Inn Event!
The confirmation dialogue, music and other settings are adjusted automatically.
*You may edit the default settings in the Event Editor.
After completing the Event, its contents can be edited in the Event Editor like any other Event. Feel free
to change parts of the message if you wish.
Tiles with Counter Attributes
*The table between the Inn Event and Our Character
Some of you may have noticed how our character is able to talk with the Inn-keeper even though there
is a table separating them.
*Graphics with counter attributes.
To make this possible, we’ve used table graphics that have counter attributes attached. These are used
for counters in shops and are designed to allow our character to speak with the people (Events) on the
other side. Tiles with this attribute are limited to the 4 tables in tileset A. Any other tile, even if they look
like a table or a desk, do not have this attribute and will not allow for conversation.
Step 18: Creating the Weapon Shop
Next, let’s create the weapon shop. We can’t do this with the Quick Event Creation function, so we’ll
need to create a new Event.
Calling the “New Event” Function
*Selecting “New Event”
Right-click on where you’d like the shop-keeper to be (we’ve selected 008,005) and select “New Event”
from the top of the menu that appears.
Setting the Graphic
*Graphic selection window
Double-click on the Graphic box to select the character’s graphic. We’ve selected the warrior located
second from the right in the bottom row of Actor1.
Shop Processing Event Command
*Event Commands menu (page 3)
Double-click on the “@” in the List of Event Commands box to bring up the Event Commands menu.
Select page 3 and click on “Shop Processing”.
*The “Shop Processing” Event Command dialogue.
With the “Shop Processing” command, we can set what goods the shop sells.
*Goods dialogue.
Double-click in the “Shop Processing” box to bring up the Goods dialogue. By selecting the Item,
Weapon or Armor categories you can access a list of goods by clicking on the “▼” on the right. From
this list you can choose what you’d like to shop to carry. The goods listed in each menu are controlled
by the “Item”, “Weapon”, and “Armor” tabs in the database.
*Selecting what weapons the shop will sell.
Since this is a weapons shop, we’ll make sure the Long Sword at least is available. Feel free to add
whatever other weapons and armor you see fit. Each item must be chosen individually.
*Entering lines for the shop-keeper.
You can enter lines for the shop-keeper using the “Show Text” command. For example, if you’d like the
shop-keeper to offer a greeting before purchasing, then you need to set that command to occur before
the “Shop Processing” command. To do this, select the “@>Shop Processing” line and double-click. Then
select “Show Text” to insert the lines.
*Completed weapon shop event.
Step 19: Creating the Item Shop
We’ve separated the weapon and the item shops on our map, but the “Shop Processing” command is
needed to create either of them. While they sell a different category of goods, the steps we take to
create them are essentially the same.
Calling the “New Event” Function
*Selecting “New Event...”
Right-click on the coordinates you’d like to place the shop-keeper (we’re using 008,005) and select “New
Event...” from the pop-up menu.
Setting the Graphic
*Graphic selection pane.
Double-click on the Graphic box to select the character’s graphic. We’ve selected the sorceress on the
far right of the bottom row of Actor2.
“Shop Processing” Event Command
*Event Command window.
Double-click on the “@” in the List of Event Commands box to bring up the Event Commands menu.
Select page 3 and click on “Shop Processing”.
*The “Shop Processing” Event Command dialogue.
Next we will set what goods the shop sells.
*Goods dialogue.
Double-click in the “Shop Processing” box to bring up the Goods dialogue.
*Selecting what items the shop will sell.
Since this is an item shop, we’ll make sure it at least sells potions (001:Potion). There are many more
items to choose from. If you’d like to enter a message from the shop-keeper, follow the instructions
above and use the “Show Text” command.
*Completed item shop Event!
Congratulations! You have cleared Level 7. In the next lesson we will add teammates to the initial party.
Return to Table of Contents
Level 8: Recruiting a Team
Welcome to Level 8 of the RPG Maker VX Introductory Course. In Level 7 we created the inhabitants of
Minato Port as well as the shop Events.
In this Level, we’ll create Events to help our character recruit his team.
Step 16: Creating Villagers
LeSt’tsebpeg1in6b: yCcrreeaattiinnggthVeiclhlaagraecrtesr our Hero will recruit.
Creating a New Character
In the same way we created Kenta and Bray in Level 5, we will use the database to create the 3rd
member of our party.
Call the database.
The settings for creating a new character are located in the Actor tab, found at the far left.
Click the “Change Maximum” button located in the bottom left corner.
*”Change Maximum” dialogue.
Since we’re adding one character, set the number to 11.
*Adjusting the settings for the 3rd teammate.
Let’s name our new character Cyrus by typing the name in the “Name” box. From the “Class” drop-down
menu, select Magician and keep his Initial Level at 1.
Selecting a Character Graphic
Next, we’ll select what Character and Face graphics will be displayed for our new character in the game.
By double-clicking in each of those boxes, you’ll bring up the selection windows.
*Setting Cyrus’ graphics.
We’ve selected the young adventurer in the top left of Actor2.
Setting the EXP Curves
*Cyrus’ Parameter Curve
We see Cyrus as a magician with strong attack skills. Accordingly, we’ve set his MaxHP to curve E, his
MaxMP to curve A, his Attack to curve E, his Defense to curve E, his Spirit to curve A and his Agility to
curve A. His body and physical attacks are weak, but his high Agility and Spirit levels means he will be
able to attack with magic before his enemies can reach him. We left Starting Equipment and Options as
they are.
Step 21: Recruiting Teammates
Now that our new character is complete, we can create the Event where he joins our party. Referring
back to our story line, we see that this event occurs in Minato Port, so that’s where we will create the
Event.
Switch to Event mode.
*Creating a New Event
Right-click on the coordinates you’d like to place the Event (we’ve selected 006,004). From the pop-up
menu select “New Event...”
Creating Page 1 of the Event
*Selecting the Event graphic
Since we speaking with Cyrus in this event, we’ve chosen the same graphic as in the previous example.
The Autonomous Movement, Option, Priority and Trigger panes can also be left at their initial settings.
Next, let’s set the event where Cyrus joins our party. Double-click on the “@” mark in the List of Event
Commands box to display the Event Commands window.
*Using the “Show Text” command to enter Cyrus’ lines.
It would be a bit weird if Cyrus joined us without saying a word, so we’ll use the “Show Text” command
to give him some lines.
*Event Command window (page 1).
Once the lines complete, double-click on the “@” mark under them. Then, select the “Change Member”
command from the first page of the Event Command window.
*Change Member dialogue.
In this dialogue you have the option of adding the new member to your team or exchanging him or her
for an existing member. Since we want Cyrus to join us, we’ll select Cyrus from the drop-down menu
and make sure that the Operation pane is set to “Add”.
To prevent this Event from repeating endlessly, we’ll need to use a switch. Double-click on the “@”
mark below the line “Change party member...” and select the “Control Switches” command.
*”Control Switches” command dialogue.
Just as when we set the Switch for our talk with the King in Level 4, we’ll record our first conversation
with Cyrus to ensure that it does not repeat. Make sure “Singe” is checked in the Switch pane and click
on the ellipse on the right.
*Switch dialogue.
*The “Control Switches” dialogue after adjustments.
Here we will use Switch 0002. Let’s give it an easy to remember name like, “Cyrus Joins”.
*The “Control Switches” dialogue after adjustments.
Ensure that the Operation pane is set to “ON” and click OK.
*Completed page 1 of the Event.
Creating Page 2 of the Event
*New Event Page
We’ll create the Event that occurs after Cyrus joins our party on a different Event page. Click “New Event
Page” in the top left of the Event Editor window to create a new page 2.
*Event the conditions for the Event to occur.
On page 2, we can set the conditions for when the Event on page 2 will occur. Check the box next to
“Switch” in the Conditions pane and click on the ellipse on the right. Then, select “0002:Cyrus Joins”
from the list.
*Completed Event page 2.
That’s all we need for page 2. We will leave the graphics and other settings blank. This means that once
Cyrus joins our party, he will disappear from the Minato Port map.
Check with a Playtest
*Cyrus joining the party.
*Cyrus becomes a party member!
Once you’re done creating the Event, don’t forget to playtest it. If after talking with Cyrus Event page 1)
he disappears from the map (Event page 2), then everything went according to plan.
Congratulations! You have cleared Level 8. Next, we’ll find a boat for our team by creating another
Event.
Return to Table of Contents
Level 9: Getting a Boat
Welcome to Level 9 of the RPG Maker VX Introductory Course. In Level 8 we added Cyrus, the third
member of our party.
With all the Event Pages and Switches needed to organize the game’s Events our little project is starting
to look very complicated. But if we look a little deeper, we can see the complexity is a result of our
linking together a series of much simpler steps. If you start feeling confused at any point, just go back
and re-read the relevant sections of this course.
The Event needed to create a boat for our Hero will require no extra knowledge, just one more step
following the same process as we have until now.
Step 22: Considering the Flow of Events
Creating the boat Event here in Minato Port gives us an opportunity to control the flow of Events in our
game. For instance, it’s entirely possible that a new player could skip speaking with the King, hop on the
boat and go off alone. With the boat Event we have an chance to prevent that.
Here’s how we’d like the game to flow from the player’s point of view:
Start
↓
Speak with the King
↓
Acquire a Boat at Minato Port
So how do we go about ensuring that the player speaks with the King before getting on the boat? That’s
precisely what Switches are made for.
*The “Spoke with the King” Event
In Level 4, we created the “Spoke with the King” Switch. When this Switch is “ON”, the game will know
that our Hero has spoken to the King. Similarly, we can have the game check if this Switch is “ON” or not
before letting our Hero get on the boat.
Step 23: Linking the Boat Event
Creating a New Event
Here, we’re going to link two Events so that our Hero will only receive the boat from the boat captain in
Minato Port only after our Hero has spoken with the King.
Switch to Event mode.
*Creating a new Event.
Right-click where you’d like to place the Event (we’ve chosen coordinates 012,005) and select “New
Event...” from the pop-up menu.
Creating Event Page 1
*Select Event Graphic
For the Event graphic, we’ve chosen the ship captain from People3. The Option, Priority and Trigger
panes can also be left at their initial settings.
*The graphic we’ve selected is not available in the trial version.
We will use page 1 for when the “Spoke with the King” switch is “OFF”.
*Inputting the lines for when the player hasn’t spoken with the King.
Page 1 is for when the player hasn’t spoken with the King yet, so input some lines to that effect by
double-clicking on the “@” mark and using the “Show Text” command.
*Completed page 1.
Creating Event Page 2
Event Page 2 will be used for when the “Spoke with the King” Switch is on. We’ll link this Event with the
boat Event.
*Creating a new Event Page
Click on the “New Event Page” button and create a new Event Page.
*Setting the Event conditions.
Now we’ll set the conditions required for the Event to take place. Check “Switch” box in the Conditions
panel and click on the ellipse on the right. Select “Spoke with the King” from the list.
Selecting Event Graphic
For the Event graphic, we’ve chosen the same boat captain from page 1. The Option, Priority and Trigger
panes can also be left at their initial settings.
*Inputting the lines for when the player receives the boat.
First, let’s set the lines for when the player receives the boat. Double-click on the “@” mark and select
the “Show Text” command.
*Page 2 of the Event Command window.
Next, we’ll set the boat’s location with the “Set Vehicle Location” command found on page 2. This
command allows us to position our vehicle at the coordinates of our desired map.
*The “Set Vehicle Location” Event Command.
From the “Vehicle” menu you can select a variety of vehicles. Here we need a Boat. In the Location pane,
make sure that “Direct Designation” is checked and click on the ellipse on the right.
*Setting the vehicle’s position.
Let’s set where our boat will make its appearance. The method is very similar to setting a character’s
destination with the “Transfer” Event. Select your desired map from the map tree on the left, then