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Let's DO IT! - Windmill with wheel!
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Topic: Let's DO IT! - Windmill with wheel! (Read 1984 times)
Hello Mirzie
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Let's DO IT! - Windmill with wheel!
«
on:
March 29, 2004, 10:36:17 PM »
This tutorial is few years old but not old enough to be useless
*pastes from archives*
Ever wanted to do a windmill into your rm2k game and thougth that it is impossible to get the windmill work properly? (The wheel misplaces itself... it looks unnatural..etc..) If so.. then I have to say that that's not true!.. Getting windmill to work okay without any super-lags or some spinning glitches when
hero moves is easy task to do.
Follow these steps carefully ^_^;
Step 1:
Okies. At first we need the windmill wheel itself.. well here's one you can try out this tutorial with this quickie one I made:
It's in PNG format, just save it to your rm2k pictures folder. You don't need to import it (the transparent color is already ready to go \o/!)
About the wheel.. hrm.. remember that it have to be symmetric to look neat.. if one side is different to others (taller..etc..) it'll look
very very very odd.. ;@ and it might cause troubles too.. since I except that the picture's height and width match. When creating own windmill wheels please be really really exact with the sizes since even one pixel can make a huge difference when the wheel is spinning.
Step 2:
- Create a new event -
- Set the Start Condition: Parallel process
Step 3:
In event commands select "change variable". Okies, here comes the trickiest part for the new rm2k users but no worries
variables aren't so hard to use they always seem to be.
At first create a variable called "Windmill_X1". This will be used as locating the X position of this event.
To do that, select event from operand and from dropdown box pick the event you're editing right now. And from the
dropdown box next to it pick "Scene X".
Scene X and Scene Y are commands which put the X / Y position of this event into the variable.
Your Variable management screen should look like this right now:
If everything is OK then click next.
Step 4:
Press change variable again, this time create a variable "Windmill_Y1" and in operand pick "Event" and the event you're editing right now
(from the dropdown box next to the word "event") and from the dropdown box pick "Scene Y". Press OK.
- We're halfway there now ^_^ *
coffee
cappucino breaks* -
Step 5:
Now we move the windmill wheel picture to the center of the event so it will appear in correct position..
This thing is easy, just go change variable and in there select variable Windmill_Y1 and in set category pick the "-".
Then go to Operand , pick the "set" and type in number 7
(See? Variables are math @_@)
Step 6:
Okay, here's some easiest tasks to do in RM2k.. "Show picture". Select the windmill wheel pic from the pics place
Choose "By Variable", X: "Windmill_X1" and Y: "Windmill_Y1".
IMPORTANT:
Remember to check "Move with Map"
otherwise the windmill wheel won't work properly (well.. it moves with the hero and that's just too odd for a windmill wheel @_@)
Okies.. then go to additional effect settings.. and check "rotation" and adjust the speed. (I suggest using speed 2, it's the most natural looking one atleast for my eyes ;o)
Check that your window looks similar to this:
if everything is okay.. Click OK ^^
Step 7:
Create a cycle (It's in 3rd page if you haven't used cycles before).
Inside the cycle.. insert > move picture. Select "by variable" and X: "Windmill_X1" , Y: "Windmill_Y1"
Also another important thing: In additional effect .. check rotate and set the rotation speed EXACTLY the same
as in the show picture command. Set movement time: 10 and check "Wait until done"
If the screen looks like this click ok
Step 8:
Okies.. now the final check! Check that your event commands list and event settings look exactly the same with these:
If the settings are similar.. click OK, test and have fun ^__^
-- Last tutorial update 30th of March 04 --
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Alex
I am the MASTER!
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Posts: 1,130
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«
Reply #1 on:
March 29, 2004, 10:50:51 PM »
Cool one, beautiful work!!!
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Let's DO IT! - Windmill with wheel!