Lab scene B2 is 80% finished Event wise! The only events that are left to make a quick transport or some sort of elaborate launching scene to move Zinko from the lower left corner of the Map cause if you’ll have gone that way it’s a dead end. Instead of leaving players stranded there to back track and fight monsters, they’ll be redirected to the correct path.
Agent R will be waiting for you at the end of the scene and this time you don’t do battle but she starts a timer event which I have yet to test once it counts down to zero. I spent the rest of my time tweeking the event text the character movements and the transition to Lab Scene B3!
Lab Scene B2 is coming together! It all started as just a pen sketch and has greatly evolved. I’m about to leave it “as is” at the moment because it’s such a huge map 80×60 and I want to tweak so many parts of it. For now it’s functional, there are monster encounters, Zinko will lvl to lvl 2 by the time you get to Scene 3. I need to finish up the Scene 3 events (which I haven’t started on) but have fresh in my mind what I would like to implement.
The intro escape scene although very painstaking taught me a lot about how to use event’s effectively and I strove to delve deeper into more special effects that will be relatively new to RPG’s of this style. The teleport isn’t one of them but the night vision goggles event is an integral part of the next map making it essential to find and use them.
Similar to Agent R’s teleport effect, this takes you to LAB B2
The basic event for this mini console screen will be used on many of the screens that you will see in B1 they will help tell the story of who Zinko is and other beginner (tutorial-like) info such as this.
With the Night Vision Goggles equiped Zinko can now see hidden items and light dark rooms.
It’s a very tedious event but after spending much of Friday night I streamlined the process and am confident I will be able to reproduce it throughout the game. Will the Night Vision Goggles be with you throughout the game? Is to be determined.
Just incase you didn’t read the informational mini screen on how to equip the Goggles I made an event that will semi force you to put them on if you have them in you inventory, and “auto equip” them for you.
Coming to a small break in editing the tiles on B1, I will be focusing on event’s, mini rooms, chests and access screens. The next tileset revamp will happen once I finish act 1 part 3, when Zinko makes it to the Area 51 core room. Then I will come back and edit the starting jail cell and flat screen TV’s to look more like a jungle.
Some possible event updates may be more story added into the intro scene but until then the short intro helps testing a lot.
Here’s the current progress:
ATM I’m working very hard on the events to make the Lava trap possible for the intro escape scene. The entire starting area has been over hauled and I’ve added a bunch of new sprites and tile sets, custom edited for the lab scene.
I was collaborating among other things, teaching my cousin how to use RPG maker VX and made this simple looking Pub. It most probably won’t be used in the game however it was fun to make and helped give me ideas for making other room interiors.
Here was the very 1st map I made with RPG Maker VX before doing major updates to the tilesets. As you can see I did however make two custom tiles right off the bat. One for the transparency to the breakable cell wall and one for the jail doors.