RPG Maker 2003

RPG Maker 2003

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RPG Maker 2003: Basic How To Do That Guide
By PsychoticKillz
Hello there! Yes, yes! Welcome! I will be covering some basic tutorials and how-to's that are not covered by other Steam guides. I figured that by consolidating resources here also would be for the best seeing that a lot of resources for RPG Maker 2003 (RPG Maker 2k3 / RMN2k3) are disappearing day-by-day. If you do use any part of my guide, please do rate it. If anything can be done better, please comment or message me as well. Thanks! Enjoy game making!
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Prologue
Last Updated 13 May 2024

What's up fellow Game Makers! If you're here, that means you got yourself a copy of RPG Maker 2003 (also known as RPG Maker 2k3 / RMN2k3) and you're eager to start creating your first game with no programming skills in Java, C++, Python and etc. You're probably asking yourself, since I have no skills in a programming language how will I be able to add features to my game? The answer is with eventing that is built-in the software. It requires no knowledge in a programming language, but familiarity with learning what each event does. You'll see what I mean once you start learning how to use the software. I picked RPG Maker 2003 because I wanted to challenge myself and yeah I did not know how to code in any language. I lack the discipline and time management skills. Also, I was just doing this for fun as a hobby.

Moving on, I am using RPG Maker 2003 Version 1.12a (Steam Version). This is the latest version. There should not be a difference between the non-Steam Version from the RPG Maker Webite and the Steam Version. But since I do not own the non-Steam Version, I cannot say for sure. You can still use tutorials and guides from older versions, they will be just be referencing older named events but still function the same way in the updated version.

For this guide, I will be covering basic tutorials and how-to's not covered here in other Steam guides on how to create simple features like adding a chest or a lantern lighting effect. Some features I might expand on are adding locked chests and needing a key to open them. I also will be including some common errors that I have came across while developing my games.

My original intention was to document my experiences and to share with fellow Makers as well as possibly get some feedback on how I could improve on things. Now, I feel like that I want to share a basic foundation on how-to create features. I am sure that after you have developed some familiarization using the software, you will easily start expanding on these simple features and start creating your own. Forgive me if I consider certain things features, I have not ate yet and I cannot think of the right word as of this writing.

Nonetheless, if there is something that you want your game to do, all you need is an idea to get started. From there, break it down into how to achieve that idea using the built-in events. It will not be easy, but after you learn what each event does, you can make anything. You're only limited by your imagination. Yes I get it, some things may be more tedious, hard or easier to do on RPG Maker 2003 than other game development software that allow you to write code or scripts and use plug-ins.

I do realize that my guide might lack flow while reading it. It's because I have been reviewing and revising on the fly. I definitely need to eat some food so that my thought process is more clear haha. Also, I might at some point create this guide on the website RPG Maker Web and Youtube since the forums are more active there than here these days...

This guide is a work in progress and I'll update it when I get the chance. I do jump around when adding sections to this guide since I am always finding more simple, efficient and effective ways.

Without any further delay, if you have read this far. Lets get started!
Table of Contents
Each chapter requires a certain amount of experience with knowing how events, switches, and variables work ranging from very easy [*----] up to hard [*****] difficulty. Good luck!

Chapter 1: How to make a chest with loot
Level: [*----]

Chapter 1a: How to make a locked chest and a key
Level: [*----]

Chapter 2: How to make a simple interior door that opens
Level: [*----]

Chapter 2a: How to make a door that opens and closes behind your character
Level: [*----]

Chapter 3: How to allow a party member to join and leave your party
Level: [*----]

Chapter 4: How to make a driveable tank vehicle
Level: [**---]

Chapter 5: How to add a simple lantern or spotlight effect
Level: [*----]

Chapter 5a: How to add a simple lantern or spotlight effect (video)
Level: [*----]

Chapter 6: How to add a simple flashlight effect
Level: [*----]

Chapter 7: How to make a jump command for your character
Level: [*----]

Common Errors
Chapter 10: Set Party Position is not set
Level: [*----]

Chapter. 11: Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors)
Level: [*----]

Chapter 12: An invalid event was specified
Level: [*----]
Ch. 1: How to make a chest with loot
I will tell you how to make a chest with a Potion as loot step-by-step. You can easily swap the item in the chest for gold or a Long Sword. For now, it'll be a Potion as the reward.

So you made a map already and you want to make a chest to reward the player for finding it. I will be using RTP images and sound effects.

1. Right click on the map where you want the chest to be. I already made one on the map.


1a. Click Create Event. The Event Editor Menu should open up as shown below.


We will now set-up an event for our chest. Copy everything on Page 1 as shown.

2. Under the Name Section on the top left, it should say EV0001. Rename it to Chest1 or whatever suits your tastes for easy reference.

Now, we need a picture for our closed chest.


3. Moving down to the Graphic Section you should see a pink box. Click on Set. Click on Object1 <RTP>. Click on the closed chest you want. It could be the red or brown chest. For now click on the brown chest to indicate it's a common chest.

4. Under the Direction Section, click on Down. Under the Pattern Section, click on Middle. Click OK.

We now have a picture of a closed chest. The next step is to allow the player to open chest by pressing the Action Button.

5. Under the Trigger Section, click on Action Button from the drop-down menu. It should be there by default.

6. Right below that under Priority Section, click on Same As Characters. This will prevent players from walking through the chest.

7. Under Animation Type Section, click on Fixed Graphic. That way when players enter/exit screens, the picture of the chest won't show open and then closed or vice versa.

Here comes the fun part when a player interacts with the chest. We will now add a sound effect when they open the chest.

8. Under the Contents Section, right click on the white block and click on Insert. The Event Command Menu should open up.

9. Click on Tab 3, click Play SE, look for Key <RTP>, click on it so that it is highlighted, click OK.

Next, we want to show a little animation sequence when you open the chest.

10. Click Insert below @> Play SE: 'Key', 100, 80, 50, click on Tab 2, click on Set Move Route. The Set Move Route Menu should open up.

11. Under the Event Section on the top left, click This Event from the drop-down menu.

12. Under the Movement Commands Section, click on Turn Right, Wait, Turn Up, Wait, Turn Left, and click OK. All of these commands should be listed underneath the Movement Commands Section.

Next, we want to let the player know what they found.

13. Click Insert, click on Tab 1, click on Show Text and type: You found a Potion! Click OK.

Time to reward them that Potion.

14. Click Insert, click on Tab 1, click on Change Items. The Change Items Menu should open up.

15. Under the Operation Section, click Increase.

16. Under the Item Section, click Fixed, click on Potion from the drop-down menu.

17. Under the Operand Section, click on Constant and type 1 in the box and click OK.

Next, we want to set the chest to remain open so that the player can't keep getting unlimited potions.

18. Click Insert, click on Tab 1, click Control Switches and the Control Switches Menu should open up.

19. Under the Switch Section, click on Single, click on the three dots [...], choose 0001, under the Name Section, name it Chest1, click OK.

20. Under the Option Section, click Turn On, click OK.

Your Contents Section should look like this:

@> Play SE: 'Key', 100, 80, 50
@> Set Move Route: This Event, Turn Right, Wait, Turn Up, Wait, Turn Left
@> Text: You found a Potion!
@> Change Items: [Potion], + 1
@> Control Switches: [0001:Chest1] = ON

Now we need a picture for our open chest.

21. At the top click on New Page.


22. Under the Conditions Section, click on the first white box and choose 0001:Chest1 from the drop-down menu.


23. Moving down to the Graphic Section you should see a pink box. Click on Set. Click on Object1 <RTP>. Click on the closed chest you want. It should be the same colored chest that you picked the first time.

24. Under the Direction Section, click on Left. (It should show you a picture of an opened chest. Under the Pattern Section, click on Middle. Click OK.

We now have a picture of an opened chest. The next step is to send the player to a message if they search the opened chest by pressing the Action Button.

25. Under the Trigger Section, click on Action Button from the drop-down menu. It should be there by default.

26. Right below that under Priority Section, click on Same As Characters. This will prevent players from walking through the chest.

27. Under Animation Type Section, click on Fixed Graphic.

28. Under the Contents Section, click Insert, click Show Text, type: The chest is empty.

That should be it! Save it and test!

Special thanks goes out to thephantom, penderrin909, Aten, and many more RPG Maker 2003 authors. I compiled a little bit of everyone's approach to adding chests.
Ch. 1a How to make a locked chest and key
Hello folks! Now that you know how to make a chest with loot, I wanted to share with you how to make a locked chest that requires a key to open it. Not all chests will be unlocked wouldn't you agree?

Taking from what you learned in the previous chapter. You will now use it in this one.


Step 1: Create an event for the chest. As you can see I have two chests already made. The red one is one we'll be making.


Step 2: Copy and paste everything as shown and apply the lessons and concepts you learned about setting the Graphic for the chest, create a Switch, and name it. The only difference this time is that you'll be using a condition branch event that will require the player to have a key on them. If you have one, it'll open the chest when you try to open it again. The key will be used up,and the contents is yours. If you don't have a key, it'll tell you it's locked and you'll need a key.


Step 3: Create a new page. Copy and paste everything. Don't forget to set the Switch.

Now that your chest is made and requires a key to open it. Lets make the key.

Step 4: Go into Database, click on the Items tab, increase maximum number of items by one, and copy the info. Click OK, apply, save, and give it a try! I swapped the potion in the brown chest for the key. You can also set a price on the key so shopkeepers could sell them.

Enjoy! Please do rate my guide and let me know if there is a better way to do things.
Ch. 2: How to make a simple interior door that opens
Date added: April 30, 2024

You like to think that it would be easy to make a simple interior door that opens inside your nice newly built house, huh? Here is a simple way accomplish that when you press the Action Button! (Enter or Z key) For this tutorial, the door stays opens and allows the player to enter a room. You can also apply this to exterior house doors as well! See the end of the tutorial if you want to make it so you can close the interior door when you leave the house or room.

Step 1: Create an event for the door. Right-click a square, click Create Event. I placed the event above the Starting Player Position.

Step 2: Name your event Door 1. Under Graphic, click Set.

Step 3: In the Graphic pop-up, click Object1 <RTP>. Choose whatever door you want. I picked the first door as the common interior door.

Step 3a: Under Direction, ensure Down is selected. It represents a closed door when you see it.

Step 3b: Under Pattern, ensure MIDDLE is selected.

Step 3c: Click Ok.

Step 4: Under Trigger, ensure Action Button is selected.

Step 4a: Under Priority, ensure Same as Character is selected.

Step 4b: Under Animation Type, ensure Fixed Graphic is selected.

Step 4c: Movement Type can stay as Stationary and Movement Speed can stay as 3: x2 Slower by default.

Step 4d: Under Contents, copy and paste above. The reason for the Set Move Route: Turn Right, Turn Up and Turn Left and wait 0.1 seconds is to create a frame by frame animation of the door opening. Otherwise, the door just disappears when you open it.

@> Play SE: 'Open1', 100, 100, 50
@> Set Move Route: [Door 1], Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: [Door 1], Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: [Door 1], Turn Left
@> Wait: 0.1 seconds
@> Control Switches: [0021:Door 1 open] = ON

Step 5: When adding Set Move Route, ensure it's referencing the Door 1 event.

Step 6: Create a New Page.

Step 6a: Under Conditions, check mark the box for the first Switch.

Step 6b: Click the three (3) dots ... and create a Switch for Door 1 open. I chose Switch 0021: Door 1 open

Step 6c: Click Ok.

Step 6d: Since you created a New Page. You do not have to change anything else. Under Priority, ensure Below Characters is selected. Click Ok.

That is it! Start your game and test out your new door!

If you want the door to be closed when you leave the house or the room, you can accomplish this in many different ways. You can turn off the Switch for Door 1 when you leave the house. Just add Control Switches: [0021:Door 1 open] = OFF on the Transfer Event. Or you can add a Player Touch event on either side of the door that turns off the switch.

To prevent adding too many events on a map, the best way I handled opening and closing doors without using a Switch or more Player Touch events was to automate it. See the next sub chapter Ch 2a: How to make a door open and close behind your character.
Ch. 2a: How to make a door that opens and closes behind your character
Date added: April 23, 2024

Ever found yourself wanting to create a swing door in your game? Basically it's a door that opens and closes behind the character.


I thought the other guides touched on creating doors. Guess I was wrong. Here is a simple way to make a door that opens and closes behind your character when you press the action button (enter). This requires no switches or variables; just the map event itself!

Step 1: Create a map event where you want to create your door like above.

Step 2: Select your Graphic for your door by clicking Set.

Step 3: Select Object1 <RTP> and choose your favorite door. I picked the first one since this is a common room door. Make sure Direction Down and Pattern Middle are selected. Click OK.

Step 4: Copy and paste everything above.

If the picture above stops working, here you go:

Movement Type: Stationary

Trigger: Select Action Button. (If you prefer an automatic door when your character touches it, select Player Touch.)

Priority: Select Same as Characters

Animation Type: Fixed Graphic

Movement Speed: 3: x2 Slower

Contents:
@> Conditional Branch: Player is facing Up
@> Play SE: 'Open1', 100, 100, 50
@> Set Move Route: This Event, Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Left
@> Wait: 0.5 seconds
@> Set Move Route: Player, Through ON, Move Up, Move Up, Through OFF
@> Wait: 0.5 seconds
@> Set Move Route: This Event, Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Down
@> Play SE: 'Close1', 100, 100, 50
@> Wait: 0.1 seconds
@>
: Branch End
@> Conditional Branch: Player is facing Down
@> Play SE: 'Open1', 100, 100, 50
@> Set Move Route: This Event, Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Left
@> Wait: 0.5 seconds
@> Set Move Route: Player, Through ON, Move Down, Move Down, Through OFF
@> Wait: 0.5 seconds
@> Set Move Route: This Event, Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: This Event, Turn Down
@> Play SE: 'Close1', 100, 100, 50
@> Wait: 0.1 seconds
@>
: Branch End

I have Conditional Branches for both sides of the door so that depending which way you open the door. The player will pass up or down correctly.

That's it!

Some pictures of it in action when you press the Action Button to open the door:


NOTE: If you don't like pressing the Action Button and you prefer more of an automatic door when you touch the door. You can change Trigger to Player Touch.

Enjoy! I did make one with switches before, but found it to be sloppy and a waste of Switches and a Common Event.
Ch. 3: How to allow a party member to join and leave your party
Hello. You probably stumbled across my guide because you wanted to allow party members to join and leave your party. I'll show you a simple way of allowing a party member to join and leave your party by talking to them. I made it so that you have three choices when talking to them: Yes (join), No (they can't join now), and Get lost! (leave). This is a real simple way to do it.

For this guide, I will use Albert as a party member that I want to have to join or leave my party when
I talk to him.

Step 1: Create a character event for Albert anywhere on the map. As you can see, I already made him.

Step 2: Copy everything on Page 1 as shown.

Note: If you do not want Albert to disappear from the map when he joins your party, delete the event entry for the Switch: Albert joined. Stop here if you delete the Switch. You're done! This way you can still interact with Albert to tell him to leave your party if you pick, "Get lost!"

If you want the Switch for Albert to disappear when he joins your party, then continue to Step 3. You'll have to add another way for him to leave your party unless he'll be a permanent party.

Step 3: Copy everything on Page 2 as shown.

This is the real simple way of allowing Albert to join and leave your party. Rinse and repeat if you want to allow Vance, Craise, and etc. Enjoy!
Ch. 4: How to make a driveable tank vehicle
Date added: April 14, 2018

Welcome back to another basic how to do that guide. I'm your host, PsychoticKillzGuam. Today April 14, 2018, I finally squashed a bug that was in my guide yesterday and I reorganized the way how the tank loads into the world map and saves the tank's coordinates, you no longer need to add a pesky Switch to each accessible town or area to save the tank's coordinates upon coming back onto the World Map. If you want to stop players from driving their tank into town, you will still have to add a Switch condition check for those towns and areas.

It took me a day to finally get a tank vehicle evented that fulfilled everything I wanted. Please do leave me some feedback for the guide. I would appreciate it.

Features:

- It can drive on all ground terrains and cross bridges.

- You no longer have to hold down the space bar to remain in the vehicle. Once you press "enter" that's it. You stay in the vehicle. My other tank vehicle event required you to hold down the space bar to remain inside. (I'm learning here...)

- You can enter/exit your vehicle any time and anywhere.

- You can be driving your tank, enter your airship, and fly anywhere. When you exit the airship, you will still be in your tank.

- Wherever you leave the tank, the tank will remain where you left it even if you entered into different areas!

- Have music playing while driving the tank and stop when you exit the tank.

Controls:

Here is how to drive the tank once you have it set-up in your game.

Enter/Space Bar - to enter the tank. Duh! (Have the actor (Zack) walk onto the tank and then press enter button to enter the tank.)

Shift - to exit the tank. (You can change it to another button easily.) I didn't make it the enter button because then you wouldn't be able to enter Airships while inside the tank.

Directional keys/NumKeys 2, 4, 6, 8 - to control the vehicle.

Bugs:

I doubt players would use coordinates (0, 0) to park their tank. In case you do park your tank at
(0, 0), the tank will load coordinates where the event originally loads. It's not a bad bug.
In the old tank event, if you entered the town first without going into the tank at all, the tank would load at (0, 0) when you left the town. But if you entered the tank first, left the tank, and then entered the town. The coordinates would save and load fine when you left the town.

To remedy that issue, I saved the tank's coordinates when you see it the first time. I had to play around with saving variables for X and Y coordinates along with Parallel Process which I haven't done much of till now.

This one bug that needs to be squashed. Its not really that bad. If you see the tank for the first time, but don't enter it, and enter into a different area, when you come back to where you first saw the tank it'll load at coordinates (0, 0). I figured most people would enter it right away and drive around which will then save the coordinates and prevent this bug. I'll update a fix when I get the chance. I may try to turn this into a common event which may fix the bug... We'll see if I have time.

Fixes:

- You no longer need to add a Switch to a town or area if you want to save the tanks current position and load up when you come back to the tank.

- You no longer have to create another event for denying vehicles. I just added a Switch check if you're driving the tank to the event that allows you to enter a town or area.

- Tank now saves coordinates and loads fine if player doesn't enter it, but enters town or a new area.

- Condensed all the eventing into the tank event itself and denying vehicles into the town.

- Reduced switch/variable use by 1.

With all that in mind. Let's get started!

Implementation:


Here is what you should have.

1. An event for the tank.

2. A map event for the tank (top left) on your World Map or you could stick this in Common Events.

3. An event for the town entrance.

Step 1: Create an event for the tank anywhere on the map. For simplicity sakes, I put it right below the town as shown.

Step 2: Copy and paste everything as shown. Add a new page for page 2. You also will need to create one switch: Driving Tank.

Step 3: Copy and paste everything as shown for page 2. Do not forget to add the Switch check for Driving Tank is ON under Conditions on the top left. You will need to create three variables: Tank Key, Tank X-coordinate, and Tank Y-coordinate.

Step 4: Create and place an event for the tank's default load. I stuck mine at (0, 0). You could also place this in a Common Event.

Step 5: Copy and paste everything above.

Step 6: This is my generic town entrance event. On yours add a new page for page 2.

Step 7: Copy and paste everything as shown for page 2. This is for denying the tank from entering the town and will make the tank go down. Do not forget to add the Switch check for Driving Tank is ON under Conditions on the top left.

You're all done! I hope you enjoy it. It took a good amount of time iron out issues one after the other.
Ch. 5: How to add a simple lantern or spotlight character effect
Date added: April 2, 2024

I found myself revisiting some of my old projects in RPG Maker 2003 and I was laughing my ass off at how broken some things were. I was tinkering and testing a lot of features that I was trying to get to work. Luckily for you, this isn't broken! As the title says, this is one simple way to add a lantern or spotlight character effect. Bear with me, this doesn't have the lighting effect of a real lantern radiating light from the lantern since my intention is as the title says, to add a simple lantern effect. Also, you do not have to worry about any exposed edges of the lantern effect when your at the corner of a map, unless it is a huge interior room. Today is April 2, 2024... What am I doing with my life? It was six (6) years since I last wrote in this guide... I do find it funny that it's the same month that I started to delve back into RPG Maker 2003 for a bit xD

This uses two (2) Common Events, two (2) Variables and two (2) Switches for turning the lantern on and off.

Look at the poor dude wandering around in the dark. Good thing he has a lantern!

Step 1: Create two (2) pictures in Paint. One picture for a black screen to represent the lantern being turned off [320x240 pixels]. Save as .PNG. The other picture is the light for the lantern being turned on [640x640 pixels]. You can make the circle as big or small as you want to represent the lit area from the lantern. I went for a regular circle. Save as .PNG as well. The size of the pictures will depend on how big the map is. Since most of my interior rooms that required a lantern were small, these sizes were sufficient. I also just realized I save them as Flashlight ON and Flashlight OFF... Well whatever. You get the idea. Haha. Lantern, flashlight. Same, same.

Step 1a: Transfer or Save the blacked out picture I mislabeled Flashlight OFF to the Picture folder of your project.

Step 1b: VERY IMPORTANT! Import the other picture I mislabeled Flashlight ON for your lantern to the Picture folder via Resource Manager. For the transparent layer, select the lantern light (the white circle).

Step 2: Copy above in Common Events for lantern ON. Click the picture above if it's hard to see.
NOTE: If you plan to use a Heads-Up Display (HUD), you want your HUD to be the top picture. You'll have to reassign the lantern pictures numbers lower than the HUD so that when it comes to Erasing Pictures it won't affect the HUD.

Step 3: Copy above in Common Events as well for lantern OFF. Click the picture above if it's hard to see.

Step 3a: For Show Picture for lantern ON. Copy above.

Step 3b: For Show Picture for lantern OFF. Copy above. Ensure you select No for Use Transparent Color. You want the map to be blacked out for the darkness.

Step 4: This is the map which is a dark room that I wanted to allow a lantern that I could toggle on and off. The lone pink event on the top left is for Step 5.

Step 5: Create a new event. Ensure the Trigger is Parallel Process. Copy above. I will explain more in depth below.

Step 6: The light button that I selected is the period on the numpad.

Step 7: I chose constant 24 to ensure that the period (the light button) is the only button when pressed will turn the lantern on and off.

Step 8: To prevent an accidental lantern effect on the world map if that isn't intended. Do the following to turn off the lantern (Erase Picture) and the switches when leaving the dark room.

Step 9: Place the Exit Transfer event on the exit tile for the house.

Step 9: When entering a dark room, you need to make it a dark room. Add that Show Picture to make the room dark.

Once your done. It should look like this when you turn the latern on via the period on the numpad (.) light button.


That should be it! The lantern follows the player no matter where they walk/run in the map. You can toggle the lantern on and off in the maps that you choose. You just have to add the event to each map that requires you to press the light button key. I'm sure you can create a common event for the light button, but this satisfies my needs for it. I'd find it a tad annoying being able to toggle a feature being used in an map where it is not intended. i.e. World Map, well-lit town, etc... Aside from that, I hope you enjoy it! Please leave me any feedback if you do use it.
Ch. 5a: How to add a simple lantern effect (video)
Date added: April 2, 2024

Here is a video to show you how to add a simple lantern or flashlight effect. I did not make this video and it is a good reference. The difference between my way and JEHINC's way is that I assigned the period on the numpad as my light button while they use the shift key. In most games, it is usually the run key. Also, I do realize they're using a slightly older version of RPG Maker 2003. Some of the menus have a different look.

RPG Maker 2003 (Steam Version) - Simple Lighting Effect
Credit goes to JEHINC. Game Vidz

I take no credit for their work and I wanted to share what I referenced to make my own simple lantern effect and to cover some steps they did not include since they're somewhat self-evident. Enjoy!
Ch. 6: How to add a simple flashlight effect
Date added: April 14, 2024.

Welcome back!

Are you afraid of the dark?


How about using some light to brighten up that dark room with a flashlight instead of a simple lantern?

You'll need two (2) Common Events, three (3) Variables to store Screen X and Y values and your light button and two (2) Switches for turning the Flashlight On and Off.


Well I got news for you! Here is my way of adding a simple flashlight for small rooms. This works for my game. It only works on maps that you allow the ability via a map event to turn the flashlight on and off. It also does not require you to have a flashlight item to be held or carried in your inventory. That feature could easily be implemented along with a battery drain usage. The period (.) on the numpad is the button to be pressed to turn the flashlight on and off. Also, my character carries the flashlight on his left hand so it has been reflected to look like so when facing different directions like its off-set.

NOTE: There is one downside to using this tutorial. If you're hugging either the left or right side of a wide room, you'll see the exposed edges of the direction flashlight picture as you hit the edges of the room. You'll have to edit some things and variables so that the picture retains the black background. If I get the chance, I'll be sure to upload a fix. For now, the only solution is making smaller rooms that aren't wide. See below for an example.


For now, let's get started with this simple flashlight effect! It took me about a day to sleep it off and mull things over. I laughed at KISS (Keep It Simple Stupid) was the best approach. I originally linked all the Conditional Branch statements together in one Conditional Branch with Erase Pictures in batches every time the player changed directions. It gave some unintended results. So after taking a break and re-attacking it. I came up with the KISS solution.

Step 1: Create five (5) pictures in your favorite Paint program.

- One (1) picture for the blacked out screen to represent the dark room with the flashlight off (320x240 pixels).

- One (1) picture for each direction the character is facing. (Up, Down, Left and Right.)

- Save each picture as PNG.

- Transfer the blacked out picture to the Picture folder in your project by left clicking on it to select it, dragging it and dropping it.

- The other four (4) pictures you will need to import into the project using the Resource Manager. Click Tools => Resource Manager => Import. Locate where you saved the flashlight direction pictures. Let's pick Flashlight ON down. Click Import.

Skip this section if you're able to Import the picture fine via Resource Manager. If you get an error while attempting to import the picture via Resource Manager. See below for a fix. If you need a full step-by-step. See Chapter 11: Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors). Otherwise skip three (3) pictures down until the guide mentions about Select Color Transparency.
NOTE: If you get the error "Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors)." It is a simple fix.

* If you're using Paint(.)net. Open the picture file. Click File on the tool bar at the top. Select Save As. Select a File Name (i.e. Flashlight ON down) and Select Save as type: PNG (*.png).

* A Save Configuration screen will pop-up. Click on Bit Depth drop-down menu and select 8-bit. Click OK. Now it will save and you can Import the file correctly through Resource Manager.

- After successfully importing your picture, you'll be brought to the Select Color To Be Transparent screen. The black background for the picture Flashlight ON down will be flashing. Ensure you left-click on the white color light area (white color to represent the area to be lit up by the flashlight.) for transparency. It should be flashing when you click on it. Click OK to import the picture.

- Repeat this step until you have imported the other direction pictures.

- Once you're done. Close Resource Manager.

Step 2: Create one (1) Common Event for Flashlight ON. Copy and paste exactly as shown. I used 978 and 979 for Pictures so that I can still use a Heads-up Display (HUD) if I want it to show over the flashlight being used on screen. i.e. a Health meter bar and an ammunition counter for the number of rounds left for the equipped firearm. Create two (2) Variables to store Screen X and Screen Y values.

Step 3: Close up details on Control Variable to store Screen X value.

Step 4: Close up details on Control Variable to store Screen Y value.

Step 5: Create one (1) Common Event for Flashlight OFF. Copy and paste exactly as shown.

Step 6: Create a map for your small room. Mine looks like this.

Step 7: Create a map event with Parallel Process. Copy and paste exactly as shown. Create one (1) Variable to store the light button value. The light button I chose was the period (.) on the numpad.

Step 8: More details on the Key Input Processing to assign the period (.) on the numpad as the light button.

Step 9: More details on the Conditional Branch.

Step 10: On your world map, create a map event to transfer the player to the dark room.

Step 11: Copy and paste exactly as shown for the map transfer event. This ensures the room is dark when you enter it.

Step 12: Uncheck Erase on Map Change. You want the dark picture to transfer over.

Step 13: Upon exiting that map back to the World Map, you want to turn off all Switches and remove both pictures so that they don't appear on your world map. Create a transfer event and add Switches to turn off Flashlight ON and OFF as well Erase Picture for the picture used to show the flashlight on and off.

That is it! Enjoy! Feel free to credit me. As always, if there is a better way to doing this. Please let me know! Have fun Game Makers!
Ch. 7: How to make a jump command for your character
There is not much to explain other than allowing your character to jump over people or things. Maybe even use it in a platformer type of game? The possibilities are endless.

Uses one (1) Common Event and one (1) Variable for the Key Input. Shift button is used as the Jump button. Careful with spamming the jump button or the sticky keys notification pops-up to enable or disable it lol.

I have this set-up as a Common Event but you can also have it as a Map Event on certain areas where it's needed.

Step 1: Copy and paste above in a Common Event.

Contents:
@> Key Input Processing: [0001:Jump Button], Wait
@> Set Move Route: Player (Skip), Jump , 1 Step Forward, 1 Step Forward, Land

Step 2: Under Contents, right-click and click Insert from the drop-down menu. Click on tab 3. Click Key Input Processing. It will be in the first column, seventh event from the top.

Step 2a: Select a Variable. Name it Jump Button.

Step 2b: Under Options, click the box for Wait for Key Input.

Step 2c: Under Allowed Keys, un-click the boxes for everything else except for the Shift Key.

Step 3: Under Contents after Key Input Processing, right-click and click Insert from the drop-down menu. Click on tab 2. Click Set Move Route. It will be in the second column, twelfth event from the top.

Step 3a: Under Event, select Player from the drop-down menu.

Step 3b: Under Movement Commands, click Jump. It will be in the third column.

Step 3c: Click 1 Step Forward twice. It will be in the first column, twelfth event from the top.

Step 3d: Click Land. It will be in the third column, second event from the top.

Step 3e: Under Options, click the box for Skip If Cannot Move. Click Ok.

Now your done! Your character will be able to jump two steps in any of the cardinal directions that your character is facing! North, South, East or West. They will be able to jump over npcs or items within one tile in any direction. If there is anything on the tile that they land on. The character will not jump. You can increase the distance jumped by adding more 1 Step Forward events.
Common Errors
Below are some common errors you may come across when booting up your project, importing pictures and etc.

Chapter 10: Set Party Position is not set
Level: [*----]

Chapter 11: Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors)
Level: [*----]

Chapter 12: An invalid event was specified
Level: [*----]
Ch. 10: Set Party Position is not set
As I slowly dwell back into RPG Maker 2003, I have been reading in the RPG Maker Web forums and experienced this common error in the past when booting up a project. The infamous Set Party Position is not set!

After all those countless hours of creating events and map editing. What did I forget? How do I fix this?

Thankfully it is an easy fix usually from forgetting to set it in the first place or changing the starting area numerous times due to wanting to add a custom title screen, introduction cutscene and etc.

Step 1: Left click where you want the player to start when the game loads up.

Step 2: Right click that same square you want the player to start. A drop-down menu should show like above.

Step 3: Left click on Set Player Starting Position and it should place a blue icon of a man holding a sword and a square 'S' shield in that square you selected.

That is it! Save the game and boot up your project! I know verbiage can be confusing on some things. I am sure you do realize that the program is 21 years old as of 4/2/2024 and no longer supported in terms of bugfixes and hotfixes sadly since there are a plethora of new and updated game development software available today. I still use it to challenge myself some times. Other times, I am feeling nostalgic xD

What I meant by verbiage is that some things could of been labeled better or consistently. In this case, the error 'Set Party Position is not set' should have said, 'Set Player Starting Position is not set'. Who knows what the reason could be. It might be a character limit that prevents them from putting that message. \o/

Enjoy!
Ch. 11: Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors)
So you tried to import a picture via Resource Manager and it displayed the infamous error:

"Unsupported PNG Image! Make sure you are using a color depth of 8 bit (256 colors)"

It is a simple fix. I pulled the fix from my flashlight tutorial.

Step 1: If you're using Paint(.)net. Open the picture file.

Step 2: Click File on the tool bar at the top. Select Save As.

Step 3: Select a File Name (i.e. Flashlight ON down) and Select Save as type: PNG (*.png).

Step 4: A Save Configuration screen will pop-up.

Step 5: Click on Bit Depth drop-down menu and select 8-bit.

Step 6: Click OK to save it.

Now you can import the file correctly through Resource Manager. Give it a try!

I do not use Gimp or IrfanView, but a simple Google search using either program should give you fix for either.
Ch. 12: An invalid event was specified
So you boot up your game, test an event and bam you get this error. An invalid event was specified. Thankfully, it is an easy fix.

Step 1: Check your events on your maps and Common Events to see if you accidentally deleted an event that gets called/referenced. In this case, for the door 1 event, I accidentally deleted the door 1 event itself to create this error, thus you see the Set Move Route [?].

In case the picture does not work in the future. In the Door 1 Event, under Contents it is showing this:

@> Play SE: 'Open1', 100, 100, 50
@> Wait: 0.1 seconds
@> Set Move Route: [?], Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: [?], Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: [?], Turn Right
@> Control Switches: [0021:Door 1 open] = ON

Step 2: Right-click on Set Move Route and click on Edit. A pop-up will show. Under Event at the top, select Door 1 from the drop-down menu. Click Ok. Now, do the same thing and correct the other Set Move Routes.

Step 3: Once you set the correct Door 1 event to be called for each Set Move Route, it should look like above or below if the picture does not work:

@> Play SE: 'Open1', 100, 100, 50
@> Set Move Route: [Door 1], Turn Right
@> Wait: 0.1 seconds
@> Set Move Route: [Door 1], Turn Up
@> Wait: 0.1 seconds
@> Set Move Route: [Door 1], Turn Left
@> Wait: 0.1 seconds
@> Control Switches: [0021:Door 1 open] = ON

Step 4: Click Ok and start your game. It should work fine now. This can also happen to Common Events if you delete one by mistake or move it elsewhere.
Conclusion
Please feel free to reach out to me if you know of a better way of adding features than the ways I did. I am still a beginner when it comes to creating features through eventing. I am sure that will change as I continue to dabble with RPG Maker 2003. I know that once I have a feature that I want to implement. It is about breaking it down into it's simplest form step-by-step using the events built-in and becoming more familiar with them.

I may in the future add how to create a Custom Menu System (CMS). For now, I recommend searching through rpgmaker(dot)net and exploring the vast amounts of games there that have fully implemented features that suit your liking. Open up a game and see how they did it. It can be overwhelming at times, but with a drive and passion to make your own game. I am sure you won't let that stop you. Hell, I found two (2) different ways to create a CMS. One is with using lots of pictures placed on-top of other pictures. The other is using a Map event with a picture of the menu as the Parallax Background. Both still require eventing knowledge for buttons pressed when navigating the menu screen. Both have there pros and cons. The first way I feel is more for inventory oriented vs the second way which is more for Change Party System (CPS). I am getting sidetracked...

Anyways, I guess what I am trying to say is that there may be times when you get frustrated or spend too much time on one thing and forget about developing the rest of your game. For me, I create a prototype of my game. What type of game am I making? Is an RPG? Party based? What genre is it? Fantasy? After I put those thoughts down on paper, I storyboard my game from beginning to end. Main character (MC) gets summoned by the King to investigate the disappearances of the kingdom's people. => Some locals joins the MC party. => Party discovers kidnappers => Party defeats kidnappers that were attempting to sacrifice the king's people. => Evil Demon awakens for not receiving the sacrifices => World is plunge into chaos => Party must seal the Demon once again. => Party defeats Demon and saves the world! => End of game... or is it?

I do my best to add purpose to each town the party comes across instead of it just being the neighboring country to grab food, equipment and a stay at the local inn.

Every time I add a new feature like playable characters (PC). I add it to the storyboard to see how the PC fits in with the story. Review, revise and repeat. It is easy to lose sight of your goals and wanting to implement so many features into the game. Custom Menu System, Custom Battle System, tons of Skills, Abilities, Equipment, Items and etc...

I hope this helps you from falling into the many traps of indie game development. It should be fun creating your game. Not hating it to the point that it becomes abandoned because you got overwhelmed.

This is a way. Not the way. I hope that my passion to create these tutorials inspires you to continue your project that is a labor of love.

Good luck fellow Game Makers!

- PsychoticKillz
34 Comments
Melokacool 26 Nov, 2024 @ 3:33am 
Ah, k will check it out later. ^^
PsychoticKillz  [author] 25 Nov, 2024 @ 6:00pm 
The (dot) replace with a period. Steam is iffy with links >.>
PsychoticKillz  [author] 25 Nov, 2024 @ 5:59pm 
@Melokacool

From a quick Google search, it sounds like Paint on Windows has some issues with color depth or using less than 256 colors. You might want to use another paint program like:

paint(dot)net [free and I used it before I got Aseprite on sale. There's a certain way to save your images to prevent this image is not 256 colors error. It's any easy fix.]

Aseprite (cost some money or wait till it goes on sale.)

irfanview (haven't used it, but heard good things from it.)
Melokacool 25 Nov, 2024 @ 2:07pm 
Hey... Well it changes the color after I save it in 256 Color Bitmap which it kinda requires as 16 or 24 Color Bitmap File won't be accepted. Yeah it came out pretty cool afterwards and I fixed the corner afterwards a bit to the same size. But you notice at the screenshot on the left some of the tileset is kinda altered into sluggish black or the walls have some green hue to it.
PsychoticKillz  [author] 24 Nov, 2024 @ 9:17pm 
@Succubus Nirriti

I thought my reply went through T_T I'm sorry to hear that your having issues finding answers to things that you need. Have you tried the main forums on RPG Maker? Also, there are Discord channels for /r/RPGMaker and RPGMaker.net with specific channels forcused for each Maker for help. Quite lively communities for both.

Unfortunately I haven't dabbled in the later RPG Maker programs. I picked up MV but the aesthetics of that old school look from RPG Maker 2003 keeps me coming back. Also, i enjoy the challenge of eventing without the help of coding.
PsychoticKillz  [author] 24 Nov, 2024 @ 9:08pm 
@Melokacool

Np. Could you explain a bit more what the Bitmap issue that changes the color is? Or perhaps show a Youtube short vid if you can.

Your screenshot of the walls came out well! Unless you like the way the small corners connecting the walls look you just need to adjust them a bit on the ChipSet you made.
Melokacool 21 Nov, 2024 @ 3:18am 
Hey sorry to bother you once again. How can I fix the Bitmap Issue that changes the color. Kinda use the good ol paint but somehow there... https://i.imgur.com/bKieZit.png
PsychoticKillz  [author] 20 Nov, 2024 @ 7:33pm 
@Melokacool

Hello there. I presume your referring to the gray wall bricks in Ch.2 that smooths out the edges of the map? If so, here you go. https://imgur.com/gallery/rpg-maker-2003-how-to-create-wall-overhead-look-j7mIUWS
PsychoticKillz  [author] 20 Nov, 2024 @ 7:33pm 
If the link doesn't work because of Steam. Attached are the instructions to do it.

1. Create a new or edit an existing Interior ChipSet. I replaced the green carpet graphic with mine. Use a paint program to make yours.

2. Use the Resource Manager to Import the new or edited ChipSet. Ensure the transparent layer is selected. (Pink background.)

3. Go to Database (F8)->TileSets tab and add a new TileSet if needed or ensure the correct TileSet is used.

3a. Click on Passability tab and make sure the symbol is a Square on your graphic. This will treat it as a wall so that you can run alongside and around it.
PsychoticKillz  [author] 20 Nov, 2024 @ 7:33pm 
3b. Click on Passage tab (4 dir) and ensure you can't pass through it by having 4 dots symbols and no directions selected.

4. When you create a new or edit an existing map, ensure your new TileSet is used under Map Properties. (Right click on an existing map on the left and select Map Properties.)

5. That should be it. Select your wall graphic and give it a try! Lmk how it works for you.