Post by Slimey on Jul 27, 2014 21:28:05 GMT
[PTabbedContent]
[PTab=With Region ID]
This is a very easy tutorial on how to create footstep sounds with using region ID's. To make things easier, we are not going to use the common events tab and will keep this event on our map. If you want this as a common event, you will just make it as a parallel process and connect it to a switch.
Step 1 is to create our map. For this tutorial, I am going to have a wooden floor and a carpet area (I wanted to do grass, but we don't have any in the interior tilesets).
i.imgur.com/W2K2VXZ.jpg
Next, we are going to add the region ID. In the top area where the blue character is (the event button), click on the button to the right of it. It should be a square with different colored boxes. When you click on it, you should see all these numbers pop up in the tileset tab.
I am going to use 1 for the wood floor and 2 for the carpet. Fill in the whole map with the region IDs that you want to use.
i.imgur.com/yFFlsOm.jpg
Create a new event and have the trigger be parallel process.
The first thing we need to do is set up the Player's X and Y. To do this, just create two variables called Player X and Player Y.
Now, set the variable Player X to Player's Map X in the Game Data area.
i.imgur.com/pCykaXZ.jpg
Do the same exact thing with Player Y, except have it go to Player's Map Y.
This is how the event should look so far:
i.imgur.com/NjmbgOp.jpg
Next we are going to set up the region ID.
Go to the third tab in the event commands and in the top right corner should be an area called Map. Go to the last button in that area that is called Get Location Info... and click on that.
Create a new variable called Player Region ID. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y.
i.imgur.com/0S4JtQw.jpg
Now you are going to make a conditional branch. You will have the if the player region is equal to 1, else if the player region is equal to 2.
This is how the event should look so far:
i.imgur.com/eh9T1gg.jpg
Now make another conditional branch and have it where if the up button is being pressed, if the down button is being pressed, if the left button is being pressed, or if the right button is being pressed.
i.imgur.com/Pfkd3WW.jpg
You will do the same exact thing in the conditional branch where the player region ID is equal to 2.
Inside the new conditional branches we made where we pressed the buttons, we are going to add a wait command so it doesn't sound like a machine gun is going off when we walk. I like to use wait 15 frames myself, but you can play around with it and see what speed you want the footsteps to be.
Inside the region 1 conditional branch, we are going to add the sound effect. I chose the "knock" SE that come with RPG Maker. Place this under your wait commands.
In the region 2 conditional branch, I used the "blow6" SE since that was the closest I could find to a carpet sound.
Here is what the finished event should look like:
i.imgur.com/rAz8iV0.jpg
i.imgur.com/rzAApdu.jpg
And that is how you create an evented footstep sound. You can add as many region ID's as you'd like and can turn it on or off on any map.
[/PTab={background-color:#2d3822}]
[PTab=With Terain Tags]
Step 1 is creating your map. I am using the same map as before for this.
Go into your database and click on the tilesets tab. Click on the last button that says terrain tag and have the wood floor be 1 and the carpet be 2.
i.imgur.com/Qmid1Uj.jpg
Next, you are going to make your event and have it set to parallel process. Set your variables Player X to Player's Map X and Player Y to Player's Map Y like you do in the Region ID tutorial.
i.imgur.com/NjmbgOp.jpg
Now, go back to the get location info in the map area of the event command tab three. However, instead, we are going to pick the Terrain Tag ID this time around.
i.imgur.com/UZ7fNMe.jpg
Next, you will make a conditional branch where if the terrain tag ID is equal to 1, else if the terrain tag ID is equal to 2.
i.imgur.com/y3cIImg.jpg
The next steps are exactly like how they were in the region ID tutorial. Add your buttons pressed, the wait command, then the sound effects you want to play.
This is how the end result should look:
i.imgur.com/sngwURp.jpg
i.imgur.com/tri4HVG.jpg
The effects will be exactly the same as the region ID one, but it just places it in the terrain tag ID so you can use the region IDs for something else, and it makes things simplier.
[/PTab={background-color:#3a472e}]
[/PTabbedContent={background-color:#0a3d08}]
[PTab=With Region ID]
This is a very easy tutorial on how to create footstep sounds with using region ID's. To make things easier, we are not going to use the common events tab and will keep this event on our map. If you want this as a common event, you will just make it as a parallel process and connect it to a switch.
Step 1 is to create our map. For this tutorial, I am going to have a wooden floor and a carpet area (I wanted to do grass, but we don't have any in the interior tilesets).
i.imgur.com/W2K2VXZ.jpg
Next, we are going to add the region ID. In the top area where the blue character is (the event button), click on the button to the right of it. It should be a square with different colored boxes. When you click on it, you should see all these numbers pop up in the tileset tab.
I am going to use 1 for the wood floor and 2 for the carpet. Fill in the whole map with the region IDs that you want to use.
i.imgur.com/yFFlsOm.jpg
Create a new event and have the trigger be parallel process.
The first thing we need to do is set up the Player's X and Y. To do this, just create two variables called Player X and Player Y.
Now, set the variable Player X to Player's Map X in the Game Data area.
i.imgur.com/pCykaXZ.jpg
Do the same exact thing with Player Y, except have it go to Player's Map Y.
This is how the event should look so far:
i.imgur.com/NjmbgOp.jpg
Next we are going to set up the region ID.
Go to the third tab in the event commands and in the top right corner should be an area called Map. Go to the last button in that area that is called Get Location Info... and click on that.
Create a new variable called Player Region ID. For the info type, you will pick Region ID, and click Destination with variables. Choose the variable Player X and Player Y.
i.imgur.com/0S4JtQw.jpg
Now you are going to make a conditional branch. You will have the if the player region is equal to 1, else if the player region is equal to 2.
This is how the event should look so far:
i.imgur.com/eh9T1gg.jpg
Now make another conditional branch and have it where if the up button is being pressed, if the down button is being pressed, if the left button is being pressed, or if the right button is being pressed.
i.imgur.com/Pfkd3WW.jpg
You will do the same exact thing in the conditional branch where the player region ID is equal to 2.
Inside the new conditional branches we made where we pressed the buttons, we are going to add a wait command so it doesn't sound like a machine gun is going off when we walk. I like to use wait 15 frames myself, but you can play around with it and see what speed you want the footsteps to be.
Inside the region 1 conditional branch, we are going to add the sound effect. I chose the "knock" SE that come with RPG Maker. Place this under your wait commands.
In the region 2 conditional branch, I used the "blow6" SE since that was the closest I could find to a carpet sound.
Here is what the finished event should look like:
i.imgur.com/rAz8iV0.jpg
i.imgur.com/rzAApdu.jpg
And that is how you create an evented footstep sound. You can add as many region ID's as you'd like and can turn it on or off on any map.
[/PTab={background-color:#2d3822}]
[PTab=With Terain Tags]
Step 1 is creating your map. I am using the same map as before for this.
Go into your database and click on the tilesets tab. Click on the last button that says terrain tag and have the wood floor be 1 and the carpet be 2.
i.imgur.com/Qmid1Uj.jpg
Next, you are going to make your event and have it set to parallel process. Set your variables Player X to Player's Map X and Player Y to Player's Map Y like you do in the Region ID tutorial.
i.imgur.com/NjmbgOp.jpg
Now, go back to the get location info in the map area of the event command tab three. However, instead, we are going to pick the Terrain Tag ID this time around.
i.imgur.com/UZ7fNMe.jpg
Next, you will make a conditional branch where if the terrain tag ID is equal to 1, else if the terrain tag ID is equal to 2.
i.imgur.com/y3cIImg.jpg
The next steps are exactly like how they were in the region ID tutorial. Add your buttons pressed, the wait command, then the sound effects you want to play.
This is how the end result should look:
i.imgur.com/sngwURp.jpg
i.imgur.com/tri4HVG.jpg
The effects will be exactly the same as the region ID one, but it just places it in the terrain tag ID so you can use the region IDs for something else, and it makes things simplier.
[/PTab={background-color:#3a472e}]
[/PTabbedContent={background-color:#0a3d08}]