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Old 06-14-2010, 07:28 PM
Administrator Administrator is offline
Join Date: Jun 2010
Posts: 161
Default Getting Started with MMORPG Maker XB (v.0.21)

This is a guide to getting started with MMORPG Maker XB Beta.

1. Create an account and login. You should see an option to create a new project. Create a new project with your desired name.

2. Once the project has been created, you should automatically be redirected to the editor. Inside the interface, you should see this at the top-left corner:

3. Either double-click on "Sample" in the tree view or click the "Open" button on the toolbar at the top to open the sample map.

4. Once you open the sample map, it should look like this in the level editor:

5. Now, on your left, you should see the tree view and a folder named "Tilesets." Double-click on "Tilesets" to expand it:

6. Scroll down through the list of default tilesets and find "MT - Medieval Town.png" and double-click it:

7. You should now have the MT - Medieval Town.png tileset loaded in your tileset window. You can click and drag to select multiple tiles at once. Let's try the following tiles:

8. Now, inside the level editor, you should be able to click and drag to paste new tiles to your map. Let's try it:

9. Go back to the tree view, and click the "Tilesets" folder again. You will notice the "Import" button at the top toolbar is now enabled. You can only import when a folder is selected as long as it's not the "Maps" folder. For the beta, you can only import to "Tilesets" and "Spritesheets," and you can only use URL import. Hard drive file importing is currently not yet available.

10. The import window will pop-up. Again, since only URL importing is available at this time, please enter an image URL to import to your project:

11. For the remainder of this tutorial, we will focus on the default tilesets. Scroll through the "MT - Medieval Town.png" tileset and find this treasure chest tile:

12. In the top toolbar, click "Events Mode." The entire level editor should dim.

13. Just like you would with regular tiles, just click anywhere on the map and an "Event Object" will be placed on the map:

14. Go back to the top toolbar and click the cursor icon. This will bring us into "Cursor Mode" where we cannot paste any tiles or event objects.

15. In cursor mode, move your cursor over the treasure chest event object. Notice a popup will appear. The default name for the object was "Object 1." Whenever you hover your mouse over an Event Object in cursor mode, its name will appear.

16. On the left side of the screen, right above your tileset, you should see a row of tabs. Click the "Objects" tab. Inside the "Objects" tab, click "Object 1." Notice how once you click "Object 1" in the "Objects" tab, a selection box will appear around the object. Click the first icon as seen below to rename the object.

17. In our example, we will rename it to "Chest." Hover your mouse over the Event Object again, and you will notice the new name pop-up:

18. Unlike regular tiles, we can move our Event Objects around even after they've been pasted to the map -- it's as simple as drag and drop. Let's move our treasure chest to the top-left corner:

19. Clicking on the lightning bolt icon in the top toolbar will bring us to the Events Editor, which is not ready yet but available for preview:

A lot of features in this early beta are still incomplete and buggy. They were included in the release for preview purposes. However, you can still make full custom maps with custom graphics/tilesets. The goal of this beta release is to get feedback and ideas for future releases. Feel free to submit screenshots of your custom maps in the Images Forum and to provide feedback, suggestions, and bug reports.