As the title suggests, this is a simple routine for redefining fonts, such as name, size, bold, italic, etc. Although this was written in RMXP, it should also work in RMVX and RMVXA. The default format for manipulating fonts in windows is: self.contents.font.name = "font name" self.contents.font.size = 22 and so on. The reason that self.contents is used first is because this refers to the bitmap (Bitmap) used for the window’s contents. Whenever fonts need to be "drawn" into a window, the font and draw methods will be called from Bitmap and written into the window contents area.
System graphics, in the System folder, are used for the Main and Battle menus. These are some I created (modified) a while ago. They are free to use for any RM2K3 game. System Sets Here are two basic system sets I created using the System Set template. Gold Frame This system set sports a gold frame on a black background that gives it a royalty feel. Parchment This system set has a parchment background to give games an archaic look and feel. The tutorial on how to create your own System Sets is viewable here.
This is a simple method for moving in 8 directions, rather than the standard 4 (up, down, left and right). This is not the best method, but it is workable, using the keypad, which means that Numlock must be on. The 8-Directional Movement Tutorial can be viewed here.
This tutorial teaches how to set up a multi battle system similar to the one used in Final Fantasy Mystic Quest, where you can clear out certain areas (represented by crossed swords in the game). It’s a simple method that can easily be adapted for your game. For convenience, the demo can be downloaded for quicker installation and study. This is a complete project, including the RTP, so it is quite large. You can extract it directly into your RM2K3 Projects folder. The Final Fantasy Mystic Quest Battlefield System Tutorial, along with the downloadable demo, can be viewed here.
This is an expansion of the Blue Magic Skill tutorial, but instead of targeting monsters in sequence (i.e. starting with the first monster then going onto the next after that monster is slain), we can create a routine where the target is randomly chosen. This is how we create a random target for our Blue Mage skill.
The most common tutorial I’m asked for is for a "Blue Mage" skill. For those that don’t know, it’s a job class from the Final Fantasy series, where characters can learn enemy skills. Blue Mages were introduced in Final Fantasy V, which I absolutely love as much as I love the Blue Mage skill itself. I saw Momonja’s tutorial from RPG2K Net (under redevelopment at the time of writing) on Blue Magic and decided to "tweak" it slightly and improve upon it. So how do you emulate this job class? Well, there are actually several methods. Here is one of the methods on how to create a Blue Mage Skill…