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Other Game Creation => Program Troubleshooting => Topic started by: laugheazy on January 01, 2006, 09:48:25 AM

Title: Zelda Type of Map Switch
Post by: laugheazy on January 01, 2006, 09:48:25 AM
Hey everyone. You know how in Zelda , like Zelda 1, (old school) if you were at a screen, and you moved up, the map would shift to the next zone? Of if ya went left, you would go to the map that was left etc. See what im saying? Thats what im trying to go for. If that is unavailable, then how do i take my character to the next map to explore? Also im wondering, on each tileset for the maps there is diff "sprites" in each one. Can I use a "sprite" from another map, and transfer it to the next? Im having a hard time making my character explore different land. I appreciate the help.

Sorry but one more thing. Can anyone point me in the right direction, or can someone tell me what the difference in the layers is? Yes im new. Im not seeing what the "layers" is doing there.  Thank you all in advanced.
Title: Zelda Type of Map Switch
Post by: ArkBennett on January 01, 2006, 10:16:38 AM
I could help you, but I must know which Rpg Maker you have.
Title: Zelda Type of Map Switch
Post by: laugheazy on January 01, 2006, 10:19:44 AM
sorry about that. Im using RPG MAKER XP. Thanks!
Title: Zelda Type of Map Switch
Post by: ArkBennett on January 01, 2006, 10:40:01 AM
Sorry for the slow response.
About the screen transition thing.
In 2000/2003 you'd beable to pull it off.
But I'm sure you can in Xp, just probably requires a script.
I'd request it under the "Scripts" section.

I don't quite understand what you mean on the whole "Sprite Scenario"

And the first three layers are used for placing terrian, trees, houses and such. And the fourth is used for events (People, Signs, etc.)

If I may suggest that you always put the grass and such on the first layer.
Title: Zelda Type of Map Switch
Post by: Lord Dante on January 01, 2006, 11:55:29 AM
layer one-

Outside: Grass, basic tile (sand, dirt, road, water)

Inside: Walls, flooring, the tileset that is used in setting th eborders of the house (see dwarra's mapping tutorial)

Layer two-

Outside: Trees, buildings, cliffs

Inside: appliances and whatnot (tables, desks, beds, etc.)

Layer three-

Outside- decoration (rocks, shrubs, flowers)

INside- Decoration (pots, wall ornaments, table ornaments, etc.)

Layer Four-

events (people, chests, doors, stairs, etc.)
Title: Zelda Type of Map Switch
Post by: BPKS0 on January 01, 2006, 03:32:12 PM
Yea wut he said and to make it do that.... Everytime you go to teleport your player use the event called shift screen. and wen u tele your character have it not fade. To make him tele to another map click on were you want the place to be that you travel and make an event saying transfer player or teleport player and then in the little box thing click on the arrow and pick were u wanna go.
Title: Zelda Type of Map Switch
Post by: ArchZealot on January 01, 2006, 04:35:00 PM
I think what laugheazy meant by "Sprites" are tilesets, what hes asking (Im thinking) is how to use like for example a castle interior tileset in a farm village map. I dont know how to do that either, and kinda wondering myself lol.
Title: Zelda Type of Map Switch
Post by: BPKS0 on January 01, 2006, 07:05:23 PM
Export both the tilesets into a folder or wutever u use. Open 2 MS paints or wutever u use. Open one on each (Ex castle tileset on one and farm on other) Then stretch the bottom of one of them far down. Next use the dot [] thing and highlight all of the other one that u didnt stretch. Right click then click copy. Go over to the other paint make sure ur on the dot [] thing over there too. Then right click down were u stretched and click paste. Then save it as like farm castle or sumthin. Go onto RMXP and upload it into the tilesets place. Go into database and were it says tilesets go there then change the aray size. make it 1 more. Then were it says tilesets graphic on the new page # u made load farm village and set passabilities and stuff.
Then u got it ^_^
Title: Zelda Type of Map Switch
Post by: ArchZealot on January 01, 2006, 07:15:48 PM
Lol, huge procedure, but thanks BPK, Ill most definitly try this ^.^
Title: Zelda Type of Map Switch
Post by: BPKS0 on January 01, 2006, 07:31:30 PM
lol np
Title: Zelda Type of Map Switch
Post by: laugheazy on January 01, 2006, 09:52:53 PM
Thanks for the replys. Ill check them out shortly. The event block is very small. |___| About that big or so? So the player has to get that exact spot to go to next screen, map whatever ya wanna call it. Is there a way so if the player was to walk to the top of the map, the map would shift to the next one? Instead of just that one little block he has to hit? Thanks everyone for your replys. This community is great!
Title: Zelda Type of Map Switch
Post by: ArchZealot on January 01, 2006, 09:57:18 PM
Lol, i use a *lot* of event blocks lol, dont know of any other way, but it works ^^
Title: Zelda Type of Map Switch
Post by: laugheazy on January 01, 2006, 10:33:50 PM
If i was to put a tree on layer 1, I also get the white background of that. Anyone know whats happening here? Cause if i put that tree on layer 2 the white background isnt there.
Title: Zelda Type of Map Switch
Post by: Big Billy on January 02, 2006, 01:15:13 AM
There is a script for the zelda style screen movement. It's not on this forum though. It is perfect for what you want, the classic zelda style. Anyway, it's on RMXP.net in the script section. It works good because I have used it.