Setting Up & Character Creation
Hello there! Welcome to my new tutorial series for beginners who want to make spanking games! I hope you will get a lot out of this, and by all means, if you make something with it, show me! I'd love to see it!
Okay, so first off, I'll be working in RPG Maker MV, so it's best that you have it as well. It can be bought from Steam for $79.99 USD regularly, but it might be best to wait for a sale or investigate Humble Bundles.
Once you have a copy of the engine, create a new project. Call it whatever you want, I'm calling mine Spanking Tutorial.

This is what you'll see once the engine has finished copying files. Every journey needs a beginning! The first thing I did was rename our starting map. To do that, right click on MAP001 in the map browser in the bottom left and click edit.

Here's what you'll see there, note that the name has been changed to Initialization, as this will be our initialization room. Next, click on the dropdown that say Overworld and switch it to SF Inside.
Once you've changed the tileset, the room will now be covered in a wood floor tile, we don't want that, so pick a pure black tile and fill in the entire map with the tool that looks like a paintbrush in the top bar.

This is what you should have now. From here, we're going to open the Database (the two interlocking gears at the top), and change the first actor's name to Player. Then, we will change the maximum to 1, so that we only have 1 actor listed.

Now that that is done, we need our male and female player characters, so open up the character creator at the top. Create your female character, and your male character, but don't close the generator! They don't need to look similar, but mine ended up being close. Since this game has a sci-fi aesthetic to it, I went with a sci-fi outfit.

Now that you have them both created, go to each one and click Save Settings. This will open a file explorer box and prompt you to name the file. Create a new folder in the location that it opens and name it something like Faces. Open that folder and save each of your settings for the male and female characters as PCMale and PCFemale respectively. Now that you have the setting saved, you can open them back up whenever you need to.
Now click Face Image, then Export. It will open the game's folder of character faces. Save it here as PCMale01 or PCFemale01 depending on which one you do first. Now, do the same for the Walk Character, omitting the numbers at the end of the file names. Once you have done all of these things for both characters, you may close the generator.
Head back over to the Database and open it up. Replace the images for the actor we named "Player" with either your male or female character variants, it doesn't matter. Set the [SV] Battler section to (None) since we won't be using the sideview battlers in this project.

This is what you should have so far. Click OK to save these changes. The image of the character on the map should now have changed to reflect your alterations. Click the icon at the top to switch into Event Mode and double click anywhere in the map to create a new event.

Set the new event up like this, making sure Autorun is selected. I like to name all of my events, but you don't need to. Here, I've named it Initializer. The next thing I did was add a Comment under the flow control section of commands to describe what the event does. It is good practice to do this with all events you make. From there, I added a Show Text command asking if the player is male or female with an appropriate Show Choices command following it.
Now is where things are going to start getting interesting.
Under the When Boy section of the Show Choices command add a Change Actor Images command. This command can be found on the third page near the bottom. Double click on the portrait and walk character, setting them to the male version of our character.

Directly beneath that command create a new Control Variables command. Change the name of the first variable to Gender and set it to 0. This doesn't do anything at the moment, but will make our lives much easier later. Repeat this command under the When Girl section, but instead of setting it to 0, set it to 1.

Next, we'll want to set a default name for the player depending on their selected gender. We do this by adding a Change Name command after the Control Variables command. Set a gender appropriate name for it and click OK. Do this for both gender sections.

Finally, we need to allow the player to enter a name. At the very end of the event, add in a Name Input Processing command with default settings.

Now, let's test our new game. Uh oh, the game starts with us looking at the player character hanging in a black void! How do we solve this? Open the Database again and click the tab that says System. In the options section, click the checkbox to enable Start Transparent. This will cause the player to not be visible when the game starts.

Okay, everything should work great now, except for one thing, the event we just created repeats endlessly! Autorun event will repeat themselves until something interrupts them. In our case, it's going to be a transfer. First, we need somewhere to transfer to! Right click on the item in the map browser that contains the name of your game and click New. Set the Name and Display Name to "Your Apartment". The Name section is entirely internal, but the Display Name section will pop up in the corner of the screen when the player enters a room. Set the Width to 13 and the Height to 17. Also make sure to set the Tileset to SF Inside as well and click OK.

This is what you should see when you click edit on your new map. Next, drag the map titled Initialization on top of the map you just created which will nest it inside. This will help us keep our maps nice and tidy later on. So now that we have this new map, we need to transfer the player to it. Head back to the Initialization map and open up our Initializer event.
Right after the Name Input command create a Fadeout Screen command, a Change Transparency command, a Transfer Player command with the destination set to somewhere on the new map and no fade, and finally, a Fadein Screen command. Your event should now look like this.

What these new commands do is fade out the screen, turn off the transparency of the player character that we turned on earlier in the Database, move them to the new map, and then fade the screen back in. The reason the fades are used is because the Change Transparency command executes instantly, and before the transfer happens, meaning there would be a split second where the character was visible in our Initialization room which we don't want.
The final product should have you able to select the player's gender, name them, and then be teleported to a black room called "Your Apartment". That's all we have time for in this tutorial, unfortunately, but the next one will cover the basics of interior mapping and some more simple eventing.
Until then!
This post was made possible by all of my generous (and attractive) patrons!
Sevina
2017-09-04 03:45:30 +0000 UTCGodspeak
2017-08-29 04:31:53 +0000 UTCCDW
2017-08-29 03:41:12 +0000 UTCJacob S
2017-08-29 01:17:07 +0000 UTC