

There are several areas to this window, so let’s look at them one at a time. Since we’re making an NPC that will block the player’s passage, maybe put it to one side of the path so it’s not directly in the way.ĭouble-clicking will bring up the Event editor, which looks like this. Scroll your map over to where we put our stairwell and double-click on a tile near the stairs. Let’s start by putting a guard by the entrance to the dungeon to warn the player that down the steps lies certain death, or possibly just a bunch of slimes. You may remember a brief foray into this from last time, when we set the player’s start position. Open up our project and make sure you’re switched to Event mode, not Map mode. Let’s start by populating the town with a few NPCs. Last time, we created two simple maps: a hand-crafted town and a randomly generated dungeon. All you need is an ability to think things through in a logical manner and an awareness of the options you have available to you. These are lists of commands that are attached to an object on a map, coupled with a trigger of some sort, be it the player walking up to an NPC and pressing the action button, or the number of flatulent wombles the player is carrying in their bag being greater than 13.Įvents are essentially a simple form of programming, but don’t run away screaming - you don’t have to memorise lots of different commands, define functions or anything complicated like that. In RPG Maker, you add interactivity through Events.

It’s time to breathe some life into our world! This article is one chapter of a multi-part Cover Game feature!
