Chat time

Join Ken for a chat over at Gameface’s site this Saturday at 10PM EST – he’ll be helping people with RPG Maker XP and Gameface will be there to no doubt help you with any XAS queries you may have.

I think that’s 6am Sunday my time so unless I’m incredibly drunk or suddenly become an insomniac (or both) I won’t be there lol.

But these guys both know what they’re talking about :)

The site: http://gameface101.playogame.com

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Configuring the Overdrive

Turning ON the Overdrive Meter

The default switch to control the Overdrive is 8, entitled Disable Overdrive, you’ll need to turn this OFF in order for your Overdrive meter to work.

Overdrive Levels

By default XAS Hero Edition comes with 4 Overdrive levels (these are events 44, 45, 46 and 47 on the TOOL map).

You can easily add more by listing them in the XAS_Overdrive script, like so:

OVD_LEVEL = {
X=> Y,
X=> Y,
X=> Y 
}

Where X is the Overdrive Level and Y is the skill id.

Note: There should be a comma after every entry except the last one.

Overdrive Points

To make a weapon or skill award OVD points you have to go to the SKILLS tab and check the OVD box under Elements. To configure how many OVD points it should get go to the MOG – XAS_Overdrive script and search for “OVD_GAIN” here you’ll find the usually setup:

OVD_GAIN = {
X=> Y,
X=> Y,
X=> Y 
}

Where X is the skill id and Y is the amount of points you want to award for each hit.

Note: There should be a comma after every entry except the last one.

The default is 2.

Setting up the Overdrive meter in a Quick Setup Event

Script -
$game_system.xasovd_gauge = X
$game_system.xasovd_lv = Y

Set X to the amount of points you want your meter to have – minimum of 0, maximum of 100.

Set Y to the Level you want your meter to have – minimum of 0, maximum of 4.

Note: Variable 12, OVD – Level can also be used to do this.

You can choose to set both to zero to reset your meter – Moghunter chooses to do this before a boss battle.

* How to make an Overdrive event coming soon …

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Just a minor update …

Hey everyone,

You can now choose to view my XAS MADE EASY PDF through your browser.

Just click the link to your right – be patient, it takes a few seconds to load up.

Take care,

Calvin624

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How to make a Quick Setup event

Hey everyone,

Hope you’re all well, I just thought I’d make an in-depth tutorial on how you go about making a Quick Setup event. By this I mean an auto-run event that initializes your hero on any map, equipping them with weapons, items, changing variables etc.

This can be very helpful when testing your game, say you want to test a map that’s half way through your project – you don’t want to have to play up to that point every time, so you’d put together an event that equips your hero with roughly what they would have accumulated upto that point in the game and see how it plays.

So the first thing you want to do is make a new event and set the trigger to autorun.

HUD

Then within that event you want to switch OFF switch 5 – the disable HUD switch – assuming you want your HUD to be visible. Same goes for the add-ons you’re using, overdrive (switch 8), CT (switch 7) and so on…

Sidenote: If you’re going to be using all aspects of the HUD within your XAS game I strongly suggest changing the default setup so your HUD (and all aspects of it) can be disabled/enabled using one switch – a guide on where you can find the default setup for each of these switches can be found in my PDF – (link to your right).

HERO

Next you’ll want to setup your hero, this may include changing their level – remember when you do this that you’ll be adding to your hero’s initial level. It’s also important to “recover all” once you’ve done this to fill up your hero’s HP and SP to that level. Change your actor’s graphic is also useful (often people start their game with no actor graphic making it easier to run the intro flawlessly).

Weapons, Items & Skills

Don’t forget to load up your hero’s artillery. The last thing you want is a level 20 character stuck with a low power weapon or in need of a mission item or skill. This’ll give you a skewed view of how your game will play at that juncture.

Any Additional Switches and Variables

Switches: Any switches that you need/want to be activated in your game – maybe you can only access certain places upon defeating a boss, you’ll want to switch these on.

Variables: You can load up your character with AP, change their Overdrive level or the sensor of the map etc.

Sidenote: You can always toggle switches ON and OFF or change variables values within test play mode by pressing F9 to bring up the Debug Menu.

End your event with a self switch and create a new blank page with said self switch as a condition and you’re done.

Quick Setup event

Quick Setup event

Hope this helps,

Calvin624

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How to create a weapon that breaks after X amount of hits

Hey everyone,

Andy just asked this question on the site, I’d never really given it much thought but as it’s one of those things that crops up in a lot of games I thought it warranted it’s own tutorial.

So setup your weapon as per usual (a tutorial on how to do this is coming soon).

Within the Tool Map event for that weapon you’ll want to go to the move route and at the top of the list turn on a switch, let’s call this the “BREAKING” switch.

Next, go to the DATABASE and create a new common event set out with the following parameters:

Name: Broken Weapon

Trigger: Parallel

Condition Switch: “BREAKING”

In the common event itself create a new conditional switch as follows:

Variable “HITS” is greater than or equal to X.

(where X is obviously the amount of hits you want to allow your hero to have using this weapon)

Under the first part of this condition switch change your hero’s equipment to none (or broken weapon if you want to make a separate, less powerful version of the same weapon) and subtract the weapon from your hero’s inventory (and replace it with the broken version). Lastly, turn off the “BREAKING” switch.

In the second half of this conditional branch add 1 to the “HITS” variable and turn off the “BREAKING” switch.

And you’re done!

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How to create a boss using ANY graphic

Hey everyone,

This tutorial has been requested a few times, so here’s how you go about making a boss from any image …

First of all choose the battler graphic you want to use (there are some great resources here under “material enemy”).

Note: Any image will work but some will work better than others, as with everything in XAS there is a degree of experimentation required, so have a play around with different graphics.

Once you have the graphic you’ll need to edit it slightly by multiplying the height by 4 (resize the canvas not the image itself).

This makes it so your battler graphic is at the top and only makes up a quarter of the whole pic (see the bosses in your character folder for more info).

I use a free paintshop alternative called Paint.NET to do this (which you can download here)

You can change the canvas size by clicking “image” and then “canvas size”.

Save this edit as “E_X[1]” where X is the name of your enemy. E specifies it’s an enemy and the number in brackets indicates the amount of sprites on each line.

Now you can create an enemy event like any other bearing in mind a few things:

  • Your boss is just made up of a static image so your enemy can only face forwards, make sure direction fix is on.
  • Take advantage of the fact you have the whole map to play with, make sure your hero can’t stay in one place for too long without getting hurt.
  • Turn on the breathing effect under the BATTLER script to make your image look as if it’s inhaling and exhaling.
  • Choose the correct BODY SQUARE for your boss, this is also found under the BATTLER script.

And I think that’s it.

Have fun creating your bosses!

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RPG Maker XP – Simple Tips & Tricks

Just a few hints for those that are new to RPGMXP:

Press F12 during a test play to return to the Title Screen.

Press F9 during a test play to bring up the Debug menu, there you’ll find a list of all your switches and variables and you can activate/deactivate them and assign a number to a variable – very handy!

Press F2 during a test play to bring up the Frames Per Second next to the title in the header.

Press F1 to bring up a menu where you can Optimize Performance and Disable Sounds.

Press ALT + ENTER to enter Full Screen Mode.

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FUTURE XAS: PROGRESS REPORT

06.12.09 -Calvin624

Received vX10g from Gameface yesterday, just working on it now, we have loads to do before the release but hopefully it’ll be one of those situations where everything just sort of fits into place. Gameface is hard at work putting together the Nexas sprites and facesets (they’re looking fantastic btw).

I’ve done a lot of mapping and animations lately, just working on a few new enemies right now.

All in all, it’s been less than 2 months since we started and the progress we’ve made has been remarkable.

26.11.09 -Calvin624

Hey everyone,

So we’re just over a month into this project and it’s already looking very promising. We’re starting to design System Overloads (the future equivalent to overdrives).

Over the past few days, I’ve made my first animations from scratch, creating my own animation graphic – it’s daunting stuff but it’s rewarding to see them come together.

As it’s story based we have a few cutscenes and a well designed speech interface. We’re also going to offer the option to play through without any story at all – like the XAS demo.

There are so many ideas we want to implement, it’s unlikely we’ll get to do them all in this first XAS – Future game.

Please leave your ideas, your hopes for the new game and a little encouragement for us both below :) haha.

If you’re reading this in America, allow me to wish you a Happy Thanksgiving, if not – I’m guessing I’m not the only one who hasn’t tried pumpkin pie?!

As always, thanks for reading,

Calvin624

21.11.09 -Calvin624

Sorry I haven’t kept all you guys up to date with the Future: Bloodlines news, needless to say we’ve been working hard on it and I can happily report that it’s beginning to take shape quite nicely.

There is still an awful lot to do before the release, a fact not helped by our need to perfect everything haha. Instead of giving a turn by turn update of events I’ll try and give a weekly round-up to keep you guys in the loop.

The first “level” that I’ve been working on is very near completion. Mapping has really been left ’til last as getting the resources together has been (and continues to be) our main struggle.

Meanwhile, Gameface has been working on a number of scripts that enhance the gameplay, along with an excellent array of new weapons and items.

I can also announce that we’re very excited to have a “certain someone” on board who has already contributed a great new weapon and feature we’re having a lot of fun with.

Still loads to do. We’re becoming increasingly aware that this is just the first release, yet our ambitions continue to grow.

We’re doing everything we can to make this an awesome player experience.

Remember to forward any future resources you find to us – easiest way to do that is to email them to me at calvin624@hotmail.co.uk

Thanks everyone

27.10.09 – Gameface

ok guys! Calvin624 and I are making some serious progress…

I’m personally losing sleep being so drawn to making this

tribute to XAS with our XAS tutorial man!

the test bed has grown beyond just that.

currently on v0.6 there’s already so many

tools,resources, and features!

even the game play has some new twists!

we even have a name for the XAS mascot…

-=NEXAS=-

“lots to look forward to”

until the next update ~G

27.10.09 – Calvin624

Received v0.5 from Gameface, he’s added a cool new world map and his own character sprites. I combined a few futuristic tilesets, deleting replicated tiles and created some of my own – I added some more sprites (mainly doors and boxes). I put together a few maps, looking pretty cool (even if I do say so myself).

Keep it rollin’.

26.10.09 – Gameface

Progress report nice! I didn’t see this…

well let me start by saying once Calvin sent back

the test bed with the new “futuristic” HUD…

I got so excited with the new design and layout

that I must have spent four hours straight working

on the project. ^,^

I’ve sent Calvin the latest revision.

and I’ve been working on the sprite sheets

for our XAS mascot (the cy-borg)

as for future tilesets I’ve gathered some resources here

http://www.rpgrevolution.com/forums/index.php?autocom=gallery&req=sc&cat=63

please send us any “FUTURE” maps,tools, scripts and resources

that would add to our project

( especially sound effects, character sprites and tilesets )

lots to look forward to…~(G

25.10.09 – Calvin624

Gameface sent me the first version of the testbed – the foundation we’re using to build the game upon.

I added the new futuristic HUD and sent it back. We’re now in the process of deciding which tilesets to use.

Nexas from Future Bloodlines

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PROJECT: FUTURE XAS

This is a collaborative project

People involved so far: Gameface101, Swoop, Calvin624

This is an up-and-coming project that is going to see XAS shot into the stratosphere!

Set in an unknown future with all new weapons, new skills, new ways to defeat enemies, new states, new maps and new items.

Things we’ve already discussed:

  • A new way of fighting – you’ll be able to combine your skills with the weapon you have equipped
  • ESP bombs will be available to you to use on robots in order to deactivate them for a limited time
  • You’ll be able to place proximity mines and detonation mines to blow up your targets
  • You’ll be able to move objects with the power of your mind – telekinesis (using the mouse)
  • The game will be limited by time – you’ll need to perfect the combos, solve the puzzles and defeat the bosses in record time if you want to stand a chance of saving the day!
  • Lasers, robots, futuristic zombies and much more …

But we want your suggestions for weapons, enemies and indeed any aspect of this game.

We’re aiming to get the first incarnation of this out in time for Christmas, so get those ideas in now!

Gameface says:

Personally, I am very excited for many reasons…

This will be another addition towards making the XAS community grow, totally changing the medieval theme of RPG Maker XP into an entirely future based playground. Promoting and sharpening our talents for more possibilities. and my favorite reason to have a playable demo for everyone in time for Christmas. for freeEEEeee!!!

to be continued…

Everyone that recommends a feature that then goes on to make the final cut will get a credit mention in-game.

Please send us any futuristic resources you come across – tilesets, sprites, pictures – anything!

Follow what people are saying over at Gameface’s site: http://gameface101.playogame.com/play-with-projects-demos-media-f6/project-future-xas-t99.htm#260

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XAS – Everything you need to get started

Hey everyone,

I’ve been working on this PDF for a few days now; it is very much the culmination of everything I’ve learnt about the XAS System. My hope is that it’ll supply you with all the information you need to get started making your own XAS game, including tutorials on how to make your own enemies, skills and states.

For those of you that don’t know: XAS is an Action Battle System (ABS) made for RPG Maker XP, with it you can produce like Zelda and Secret of Mana.


The original demo is in Portugese which is why I put together a translated demo, which you can download below
http://www.filefront.com/14286913/Translated-XAS-v3.6.rar/

The new PDF including everything you need to get started
can be downloaded below

http://www.filefront.com/14713937/XAS%20MADE%20EASY%20v0.1.rar

Enjoy!

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