Making your own role-playing game takes a long time and although "RPG Maker XP" (RMXP) can help speed up this process, it will still be a challenge. Nevertheless, by using RMXP, you can create your own "Pokemon" game without having to learn a programming language. Instead, you can get right to the good stuff; designing characters, writing a script and balancing game play elements. There is a large RMXP community on the Internet and its created thousands of graphics and musical pieces for you to use in your games, all free of charge and many already "Pokemon" themed.
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Things you need
- RPG Maker XP
Gather "Pokemon" graphics from around the Internet or draw or scan your own. The online "Pokemon Database" has a complete collection of "Pokemon" character graphics that you can use for your game. Right-click an image you want and choose "Save as. . . ." Save them someplace you can easily find later, such as onto your desktop or into a folder such as C:\Pokemon Images.
Open RMXP and start a new project. Click "Tools" and then "Materialbase" to open the materialbase, which is where all your graphics and sound files are stored.
Click "Battlers" and then "Import." Go to the drive where you're storing your "Pokemon" images and import all the battler graphics you want to use. To ensure that you don't import the background as well, click on it with left mouse button. This tells RMXP not to import that colour, but instead only the battler image.
Import other resources that you have, such as midi files and sprites, into their appropriate folders. Midis go under "audio/BGM" while sprites go under "characters."
Click "Close" to close your database window.
Click "Tools" and then "Database" to open your game's database. This is where you combine the resources from your resources base into actual game elements such as enemies and characters.
Select the "Actors" tab and then click "Change Maximum." Pokemon games always feature an enormous cast of characters, as players can collect dozens of monsters to fight on their side. Enter the number of characters and monsters that you want to be in your party.
Fill out the statistics for your Pokemon and human characters, such as Ash. "MaxHP" determines how much your character can get hit, while "MaxSP" determines how much he can use special abilities before becoming exhausted. "Str" is how powerful he is with physical attacks and "Int" determines the potency of his magical attacks. "Agl" affects how easily he can dodge attacks and "Dex" determines how readily he can hit his enemy. After filling out the stats, double-click the boxes beneath "Character Graphic" and "Battler Graphic" to assign images from your materials base.
Select the "Enemies" tab and fill out the statistics for the enemies. Since this is a "Pokemon" game, that means that the enemies will be identical to the "Pokemon" under your "Actors" tab. Assign them statistics equal to those of a "Pokemon" you can recruit.
Click the "Troops" tab and assign enemy "Pokemon" to them. When players have random encounters in the game, they will encounter these troops, which can be composed of a single "Pokemon" if you choose. Click "OK" to close the database.
Create new maps by right-clicking on the window in the bottom left-hand corner and selecting "New Map." You can use different map themes, such as "Snow Town" or "Grasslands," depending on what type of setting you want.
Place images in the map by selecting them from the window in the top left and then click on where you want them on the game map. You can rotate between three layers, each overlaying the one before it. This allows you to create layered maps, such as trees amongst fields of grass.
Select the "Events" layer and then right-click on one of the maps. Select "New Event." Under "List of Event Commands," right-click and select "Insert." From this menu, you can crate a variety of game events, such as dialogue text boxes, changes to the music, enemy encounters and scripted movement. Once you've filled out your material base and database, this will be the backbone of your "Pokemon" game project.
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