2009-10-15, 09:50 PM
There are some tutorials around the website. I don't think I've used them much myself; but I bet they'd really help a lot if your not the type to pick this sort of stuff up real quick. They can help a lot with the details, but I'm not sure which tuts are which. I know John has some as well that get more technical, but are not very organized/complete.
My advice starting a new project is when adding items and things to your roster, leave big spaces between groups. This will really help you find stuff quickly and make room for other things. The sample KF1 remake project is like this. Also it can be helpful to have a dummy event just called Notes on each map with message instructions explaining how things work and as ?reminders for yourself. Lastly once you are done playing around, you should consider just how complex you want your global events to be, and try to prepare them as much as possible before investing in a second map. This way you can copy the first map to make the other maps which will carry over the global events. Because otherwise you'll have to do all your global events by hand.
If you're like me though, and you decide you want to go crazy with global events, eg. make so many never ending events that it would be impossible/foolhardy to copy them manually, I have tools/techniques for copying events into already existing maps (so don't feel limited as long as you're willing to understand/take advantage of such extra tools are your disposal)
Events are assigned to Objects/Monsters/NPCs. So you have to make one of those first. Even if the event really doesn't need one (there is a dummy object) ...there are also some empty "APPOINT" events you can maybe use for globals?? Once you make one this way you can actually copy it around the event space using the Events menu/dialog. The process is a bit ham handed that way. Sometimes I open up the event file and copy in a bunch of empty events so I have spare event slots when I need them.
My advice starting a new project is when adding items and things to your roster, leave big spaces between groups. This will really help you find stuff quickly and make room for other things. The sample KF1 remake project is like this. Also it can be helpful to have a dummy event just called Notes on each map with message instructions explaining how things work and as ?reminders for yourself. Lastly once you are done playing around, you should consider just how complex you want your global events to be, and try to prepare them as much as possible before investing in a second map. This way you can copy the first map to make the other maps which will carry over the global events. Because otherwise you'll have to do all your global events by hand.
If you're like me though, and you decide you want to go crazy with global events, eg. make so many never ending events that it would be impossible/foolhardy to copy them manually, I have tools/techniques for copying events into already existing maps (so don't feel limited as long as you're willing to understand/take advantage of such extra tools are your disposal)
Quote:How do you set up new events? I can't figure out how to create a new event.
Events are assigned to Objects/Monsters/NPCs. So you have to make one of those first. Even if the event really doesn't need one (there is a dummy object) ...there are also some empty "APPOINT" events you can maybe use for globals?? Once you make one this way you can actually copy it around the event space using the Events menu/dialog. The process is a bit ham handed that way. Sometimes I open up the event file and copy in a bunch of empty events so I have spare event slots when I need them.