![]() ![]() Lets start with a basic handful of useful types. The first step is configuring your terrain ids. What the hell is going on in that shot? We’re getting to that, so hold onto your hats. It is a fast process, and best of all, it literally lets you DRAW YOUR ‘3D’ MAPS IN THE DEFAULT RM MAP EDITOR! The basic idea here is to make use of the map, taking terrain id values to supply your show picture events with the info they need to place your walls. You can store these values into variables based on your character’s position, take a reading for a specific tile from a set of x and y coordinates, and use them to trigger pretty much any function you need. A brief word on Terrain Id: In Rm2k(3), you can set Terrain ID values for each tile in your tile set. Enter Terrain Ids, the beam of sunlight breaking through that cloud formation overhead. I’ve started and given up on this type of project no less than six times. Needless to say, I always got about four or so rooms in before deciding I wasn’t quite masochistic enough to continue. I’d plan on a depth of three cells, and I’d go about setting up the wall data for each possible direction for each possible cell, based on my lovely graph paper cartography. I picked up a piece of graph paper and started marking my rooms out. Every time I attempted this sort of display for a game, I began with a critical error. Ok, so how are you going to go about it? First, I’ll tell you what NOT to do. So, you like retro gaming, huh? You’ve got a nagging voice in the back of your head telling you that dungeon crawler of yours might look really interesting if you could put the player’s eyes in the main character’s head. Getting the most out of this tutorial requires only a very basic understanding of the Show Picture command, Terrain ID, and a bit of busy work. At the end, I’ll suggest a method for porting this ‘system’ into Multimedia Fusion 2, but right now I’m assuming Rm2k3. ![]() While this is a major drawback, it isn't horrible if you intend to use the software much like you would a program like SimCity - you can build your game levels and then sit back and play them by clicking on " Test Level." It is like imagining your favorite shooter game, creating it, and then having the opportunity to play the level that you've dreamed up.This tutorial is geared towards Rm2k(3), but should be feasible for any maker that uses terrain id, or a comparable function. ![]() There's one important thing that you must know about the free version of FPS Creator before you get started, and it is that while you can create your multi-level game using all of the features available in the full version, you can't create a standalone executable that you could distribute to your friends to play. Thanks to amazing software called FPS Creator, you can now make your own game for free that includes rooms, passageways, items, levels and enemies of your choosing - it is a first person shooter game in a virtual world that you can create from scratch without knowing a single thing about computer programming. Well, the day has come when anyone who can point and click has the ability to design intricate and fascinating game levels for a first person shooter game that is as simple or as detailed as you like. ![]()
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