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Request: How do I add text to the map?

Tear

Villager
Xy$
0.00
I promised I used the google, and the search bar here. I can't find out how to add text in places such as, above a city on a world map, over an npc's head, etc. Seems like something really simple to do and yes I can't figure it out, but hey I'm a simple person?

HELP ME!
 

Tear

Villager
Xy$
0.00
Hello fellow maker. Don´t be sad. If I understand well, what is not common thingy, is a plugin what You need :)
But You are lucky, this nice site has cool members who can provide the solution.
For example one of site members, Mr.Trivel wrote plugin exactelly what you seeking for :
https://rpgmakermv.co/resources/event-names.503/
BEAUTIFUL! Thank you so much!
Next noob question..
I'm making a cut scene using a a transparent player to walk and stop places and then say text, Is there a premade script to do this through custom route, or does this need to be done through switches?
 

MistyDay

Adventurer
Xy$
0.00
I am noobie as well :)
As far as I know, cutscenes are usually made by events ( autorun ones ), could be tricky, but yes, using switches.
 

Tear

Villager
Xy$
0.00
I am noobie as well :)
As far as I know, cutscenes are usually made by events ( autorun ones ), could be tricky, but yes, using switches.
I figured it out! In route add this Script: $gameMessage.add("Your Message");
[doublepost=1478395462,1478392574][/doublepost]
I figured it out! In route add this Script: $gameMessage.add("Your Message");
Only thing is, I am doing them in sequence and if you don't skip the text before the thing makes it to the next, it will skip that one :(
[doublepost=1478401640][/doublepost]I got around it by making the NPC real silly so each time she introduces you to something she then asks you a question, Theres probably a better way to do it, just thought I'd share in case you want to try the same mechanic
 

DolorIpsum

Villager
Xy$
0.00
BEAUTIFUL! Thank you so much!
Next noob question..
I'm making a cut scene using a a transparent player to walk and stop places and then say text, Is there a premade script to do this through custom route, or does this need to be done through switches?
Could you give a clearer example of what you want? I think I might be able to figure out a simpler way of doing this, but I'm a little confused as to what you specifically want to happen.
 

Tear

Villager
Xy$
0.00
Like a tour around town, You enter the town and the NPC walks over to the black smith and is like hey this guy is the blacksmith, then over to the inn, this is the inn tho, and so on. I got it working but its pretty janky and I have like 10 event pages lol
 

DolorIpsum

Villager
Xy$
0.00
Like a tour around town, You enter the town and the NPC walks over to the black smith and is like hey this guy is the blacksmith, then over to the inn, this is the inn tho, and so on. I got it working but its pretty janky and I have like 10 event pages lol
Ah okay, kinda like the scene when you first enter Cherrygrove City in Pokemon HGSS. I think I have a somewhat simpler way of making that work.

Once the player enters the town, either have a player touch event or autorun event, depending on what you want, for the event. In that event set the move route for the NPC to come up to the player, which I'm guessing you plan in doing first. For all your move routes, I suggest you make sure the move routes commands include the wait checkbox checked unless you want the characters speaking while they're moving.
Next, add Show Text commands for whatever dialogue you'd like. Then, add in move routes for both the NPC and the player, making sure that the last move route of those two that you create has a wait function, unless you want dialogue while moving. Add in more Show Text commands, and then repeat until you're done! After that, either use a self switch or a normal switch to turn the touring event to a new empty event page, so that the event doesn't happen again/you get stuck and can't move.
 

Dad3353

Praised Adventurer
...you can see what I got done so far with it, I just uploaded it...
Unfortunately, not. There seems to be a resolution problem; it's far too wide even for my wide screen, and off-centre. This means that I can't see the dialogue on the right side, and cannot see choices when they're presented. Any chance of rectifying this, please..? I liked the music I heard, though.
 

Tear

Villager
Xy$
0.00
Unfortunately, not. There seems to be a resolution problem; it's far too wide even for my wide screen, and off-centre. This means that I can't see the dialogue on the right side, and cannot see choices when they're presented. Any chance of rectifying this, please..? I liked the music I heard, though.
I changed the resolution to 1080, I'll make a 720 version asap and upload it.
 

Dad3353

Praised Adventurer
I changed the resolution to 1080, I'll make a 720 version asap and upload it.
Whilst you're at it, have a look at the Path from the Forest to the Churchyard. I couldn't get to the Bridge, as the Path is impassable; the Woods around, however, are passable up to a point. I'll try again when the resolution is updated, though.
 

Tear

Villager
Xy$
0.00
Whilst you're at it, have a look at the Path from the Forest to the Churchyard. I couldn't get to the Bridge, as the Path is impassable; the Woods around, however, are passable up to a point. I'll try again when the resolution is updated, though.
Resolution changed back to 720, and made sure you could cross the bridge and not the woods...
I would like to say thank you so much to you sir. I was getting disheartened because only 1 of my friends has taken the time to play and test my game, you have been a big help and motivator, thanks for making me feel welcome and helping !
 

Dad3353

Praised Adventurer
@Tear ...

Don't thank me too much, yet; I may get over the Bridge and massacre your Game with a blistering Revue..!

For now it's a moot point, as it's in '404' state.
(... and get those blasted doors fixed, too..!
... )
 

Tear

Villager
Xy$
0.00
@Tear ...

Don't thank me too much, yet; I may get over the Bridge and massacre your Game with a blistering Revue..!

For now it's a moot point, as it's in '404' state.
(... and get those blasted doors fixed, too..!
... )
No problem, the new link is here http://teargaming.x10host.com/AssassinsOfAkria/www/index.html still getting an error?
No idea how to fix the doors lol, trying to get the game going before I do to much art changes, I plan on hand drawing the maps at the end
 

Dad3353

Praised Adventurer
@Tear ...

OK for the resolution of the resolution; thanks...
For the Doors, it's simple enough (but not really a priority; just useful if you've more to do later...).
Here's a snap of a building; I've deliberately deported the Door 2 Tiles to the Right to show the Map Tile behind the Door Event. Note the slightly grey part along the lower edge; it's very effective...
... and here's the Door Event back in its place ...
Hope that helps; now back to the Bridge...
 

Tear

Villager
Xy$
0.00
@Tear ...

OK for the resolution of the resolution; thanks...
For the Doors, it's simple enough (but not really a priority; just useful if you've more to do later...).
Here's a snap of a building; I've deliberately deported the Door 2 Tiles to the Right to show the Map Tile behind the Door Event. Note the slightly grey part along the lower edge; it's very effective...
... and here's the Door Event back in its place ...
Hope that helps; now back to the Bridge...
Any luck with the bridge? xD I will get to the doors I promise but I wanna add more content first lol
 

Dad3353

Praised Adventurer
@Tear ...

Yes, I got over the Bridge, and even managed (only just..!) to get rid of the Deacon, too..! Very sparse surroundings, with no (or few...) NPC's to animate the scenes. Is it a deliberate policy to prevent 'Dash'..? It gets very slow going from one room to another without it. Nice use of the speed control of the music, too, to alleviate it somewhat.
I can't stop long, though, I've now been given another mission. Another Cleric, hmm..? I'm beginning to see a pattern, already.
 

Tear

Villager
Xy$
0.00
@Tear ...

Yes, I got over the Bridge, and even managed (only just..!) to get rid of the Deacon, too..! Very sparse surroundings, with no (or few...) NPC's to animate the scenes. Is it a deliberate policy to prevent 'Dash'..? It gets very slow going from one room to another without it. Nice use of the speed control of the music, too, to alleviate it somewhat.
I can't stop long, though, I've now been given another mission. Another Cleric, hmm..? I'm beginning to see a pattern, already.
Noted, will add dash back and I planned on adding npc's, no pattern though I promise, though you are almost done with the demo
[doublepost=1478586024,1478535493][/doublepost]http://teargaming.x10host.com/AoA/www/index.html
Lot's of new changes! Busy day! Time for sleep!
 

Dad3353

Praised Adventurer
...Time for sleep!
Time for sleep, indeed..! Still no 'Dash' in the Forest, or on the Trail between the Town and elsewhere..! A 'crash', too, when entering the Town (Missing: Face, Actor2.png...). I'll have another go this evening. Nighty-night.
 
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