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Download "RPG Maker MV от 0 до 100 - База Данных - финал [Урок 10]"

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RPG Maker MV
RPG Maker
RMMV
GameDev
course
lessons
lesson
game
games
games creating
development
soft for games
Nimethua
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Ниметуа
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rpg maker mv tutorial
rpg maker
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game design
rpg maker mv
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Subtitles

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  • ruRussian
Download
00:00:06
I welcome you friends welcome
00:00:08
to the channel them the games projects my
00:00:11
name is Vladimir
00:00:12
and we are finally returning to
00:00:14
studying the lpg maker and
00:00:17
from 0 to 100 and we continue to dive into
00:00:20
studying the database today we have
00:00:23
three tabs they are quite simple
00:00:26
and at least easy to master as much as possible to
00:00:28
get acquainted with them and let's get
00:00:30
started,
00:00:31
so the first on the list today will be the
00:00:34
general events tab, there are only two
00:00:37
columns, they are quite simple and
00:00:40
here we have a list of general events and they are
00:00:43
global, in total there can be 1000 of them,
00:00:46
that is, the maximum can be changed to 1000,
00:00:48
but imagine yourself a project in which you
00:00:50
will need a whole thousand different general
00:00:53
events is quite problematic
00:00:57
because it is just unrealistically large, there will be
00:00:59
some kind of project that, well, hardly
00:01:02
anyone can handle it and talk about it,
00:01:05
so the limit of 1000 here is more than
00:01:08
sufficient, at least try 100
00:01:11
first come up with and what to do with it, the thing is
00:01:13
that general events,
00:01:15
also known as global ones, happen in the game on
00:01:18
any map, that is, on all maps
00:01:21
at once and, strictly speaking, unlike
00:01:25
local events that are located on the
00:01:27
map, they will always be used
00:01:30
and there are many options for
00:01:33
using them however, there are of course no such
00:01:37
general events in order for there to be a massive need for such, of course,
00:01:39
let’s move on
00:01:41
further, we have the basic settings here,
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too, everything is banal and just the name of the
00:01:45
variable, it can be anything that is
00:01:49
convenient for you, and of course, here you should
00:01:52
pay attention to the trigger sometimes you
00:01:54
need to set no sometimes parallel
00:01:57
sometimes autoplay, but remembering what we
00:02:02
said a little earlier, we need to take into account that
00:02:04
events always work and if we
00:02:06
set autoplay, then it can simply
00:02:09
stop the
00:02:10
game because it will constantly
00:02:13
launch and not allow it
00:02:15
to be triggered by another event; these are also
00:02:17
features of the autoplay trigger; here you
00:02:19
just need to be careful and
00:02:21
based on various needs,
00:02:24
for example, there is no, it can be set
00:02:27
if we access this general event
00:02:30
directly
00:02:32
using some conditions of some
00:02:36
triggers in the game, that is, for example, we
00:02:39
have an npc that triggers a general event
00:02:42
and we will also trigger through it then
00:02:44
we don’t need a trigger for this event if
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we want this event to be
00:02:49
executed once and everyone we set to
00:02:52
autorun and of course in parallel this is
00:02:55
if we want it to do something
00:02:57
constantly and update, like for example here is
00:03:00
Inka in our case, and a switch
00:03:03
a switch is, simply put, a
00:03:06
Boolean value that can be in the
00:03:08
state
00:03:09
yes or no, that is, 0 or one, and
00:03:12
in fact, if the
00:03:17
switch is turned on, then the event works; if the switch is turned off, then the event does not
00:03:19
work; if the switch is
00:03:22
not assigned to us at all, then there are no switches for the event
00:03:26
are needed, but strictly
00:03:28
speaking, when there is no trigger, then
00:03:30
there is no switch, these are
00:03:33
simple things, the events themselves are created
00:03:37
almost the same way as
00:03:40
local events on maps, and we will talk about them
00:03:42
later because there is an
00:03:44
incredibly large list of all sorts of different
00:03:46
possibilities that need to be sorted out already
00:03:49
more detailed and substantive, and they
00:03:52
are actually the way to create your
00:03:55
game, well, let’s move on to the system tab
00:03:59
in general, in the system everything seems very
00:04:03
scary, very much everything is somehow
00:04:05
incomprehensible, but if you look closely,
00:04:08
the tab is actually quite simple and is
00:04:10
actually here We indicate the
00:04:12
initial party, which can be
00:04:15
several characters, up to four, you can
00:04:17
expand this with the help of plugins,
00:04:19
but in the case of my game, we have only
00:04:22
one single character at the beginning of the game,
00:04:24
we immediately start from 1 and therefore we
00:04:27
place here one single
00:04:29
hero,
00:04:30
actually here it would be possible to put up
00:04:33
someone else if we had someone to put up on the
00:04:35
other side;
00:04:36
you can always change the brocade during the
00:04:39
game and, in fact, most often this is exactly what
00:04:42
is done, that is, in the
00:04:43
initial game one single character is established,
00:04:46
that is, the most important character, and only then
00:04:48
to other characters join and detach from him,
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in fact, next comes the name of the game,
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the name of the currency in the game in our case,
00:04:57
it’s angry gold, it’s strange why it’s here
00:05:00
and not in terms, then we
00:05:02
’ll come back to this issue a little, but nevertheless,
00:05:05
it’s here, and we have options in the options
00:05:09
there are several checkboxes, of course,
00:05:11
from the name it will be clear what the
00:05:13
only thing is that an invisible player, thanks to
00:05:16
the translation is not very high quality, it’s
00:05:19
not immediately clear what it is, well,
00:05:22
in general, it launches the game with the
00:05:24
player transparency flag turned on, that is,
00:05:27
the player will be transparent at the start of the game
00:05:30
I have an initial ISA map on which the
00:05:33
player is initially invisible and on which
00:05:36
various things are immersed, so in
00:05:38
principle I should put this checkbox
00:05:41
here in order not to waste the time of
00:05:43
the script, or rather the event event, on
00:05:48
removing the graphics. Well, in principle, this
00:05:51
can also be done simply by events during the
00:05:54
game without problems change the transparency
00:05:56
to on and off to show
00:05:59
followers I basically do
00:06:01
n’t need this here because I do
00:06:03
n’t have followers although maybe I’ll be in the game
00:06:06
someday I’m a smoking follower and
00:06:09
I’m not guessing that then it wo
00:06:11
n’t be necessary to display it but it still needs to be
00:06:13
tested and see, therefore, I
00:06:15
return the checkbox and leave death from the state,
00:06:19
yes, we will put it because different
00:06:22
states bring units of PC and do not
00:06:25
kill if you check the box, then they
00:06:29
will kill
00:06:30
death from the floor, there are such things as damage
00:06:35
inflicting li-pol,
00:06:36
you remember this was inserted so you looked
00:06:38
there There is such a category specifically,
00:06:40
let me show you where he stood, this is
00:06:43
this category, damaging floor, yes,
00:06:45
these are damage-dealing tiles,
00:06:48
and in fact, if this checkbox
00:06:51
is turned on, then you can die on one
00:06:53
side, the same thing, yes, it is not always necessary
00:06:56
for the character to die, but sometimes you need experience
00:06:59
for the reserve, that is, the reserve is those who do not
00:07:01
participate in the battles, so let’s say in the party
00:07:06
the characters do not participate in the battle and they
00:07:09
will still get experience if we
00:07:12
check this box, well, in my case, the
00:07:14
combat events will take place
00:07:16
completely outside the standard combat,
00:07:18
so I’m saying nothing here without changing, and
00:07:21
of course, the ability to turn on/
00:07:22
off combat with a side view, too, if
00:07:25
you need your combat, then
00:07:28
put a tick here accordingly, and again,
00:07:29
magic skills are a type of skill,
00:07:32
select the type of skill and animation will be played for it
00:07:35
in battles with a
00:07:38
side view if you have an ordinary battle is not
00:07:41
important, but here, of course, a
00:07:43
certain animation will be played out for
00:07:45
different types of skills, the same thing,
00:07:49
nothing supernatural here
00:07:51
you choose for yourself,
00:07:52
we missed two small
00:07:55
tabs here, this is an image of transport,
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we have a boat, ships, an airship, they are
00:07:59
conditional, here you can assign
00:08:01
absolutely any others pictures in my
00:08:03
case, I don’t have transport and that’s why
00:08:06
we are currently here, I have an empty
00:08:08
window color, window color, this is just the color
00:08:12
with which the windows in the game will be highlighted,
00:08:15
well, all these standard dialogue ones, I do
00:08:18
n’t care, I’ll put 0 and the point is
00:08:21
that in the future I’ll use
00:08:24
a plugin for these things,
00:08:26
we’ll talk about it someday, but here you can configure
00:08:29
this small function, taking into account the fact that it is
00:08:31
also possible to configure the file itself
00:08:33
with graphical interface elements,
00:08:35
then you can come up with some kind of combination, the
00:08:37
first line itself is
00:08:41
so significant and large at first glance
00:08:43
it turned out to be not so scary, let's
00:08:45
further look at this column where
00:08:47
there is music and sounds,
00:08:49
in fact it is just music and sounds, that
00:08:52
is, effects that should be
00:08:55
reproduced for you in specific situations,
00:08:57
here there is an airship, a ship, a boat,
00:08:59
the end of the game, defeats, and so on here
00:09:01
we simply select from the list of
00:09:03
music files those that we want, adjust the
00:09:07
volume tempo panorama here, that is,
00:09:10
this is the panorama, this is the sound from left to right,
00:09:12
well, in short, here we
00:09:15
select something from the standard package
00:09:16
or upload our own, similarly with sounds,
00:09:19
the only thing you need to look at here is
00:09:21
this evasion miss, that is, these are
00:09:23
all these things, we just select
00:09:26
the sound here, too, nothing supernatural
00:09:27
and difficult to understand, so
00:09:30
no, okay, we looked, we did everything great,
00:09:34
everything is nice, everything is clear, then we have
00:09:37
a column in which there are two lines and here the
00:09:39
menu commands are those commands which
00:09:42
will be accessed in the game menu when you
00:09:44
press a button,
00:09:45
well, the corresponding standard is, in
00:09:47
my opinion, the x button opens the menu or
00:09:50
escape and in it there will be these things as
00:09:53
the state of construction, but I
00:09:56
definitely don’t need construction because for now I have no
00:09:58
choice because and even if
00:10:01
party it will be that the battles will take place
00:10:02
a little differently, respectively,
00:10:04
the construction I’m not interested in
00:10:06
items skills equipment state
00:10:10
equipment state of the item find everything is
00:10:12
basically clear here we remove what is
00:10:14
not needed add what is needed and,
00:10:16
in fact,
00:10:18
nothing supernatural
00:10:21
advancing an attack in general,
00:10:23
if you have your own combat, then you are not
00:10:26
interested, and in fact, for the
00:10:28
first project, I would recommend that I
00:10:30
use both my combat and use
00:10:32
both, that this will save a billion time on
00:10:34
working out
00:10:35
animations and all sorts of different stories
00:10:38
related to side combat, but if what
00:10:42
if you like, here you can set up
00:10:44
special animations for attack movements,
00:10:49
or rather for different attacks with different types of
00:10:52
weapons, we have a certain type of weapon,
00:10:55
remember we looked at this tab, yes,
00:10:56
here they are, and for each of these types in the
00:10:59
system tab, you can assign some kind of
00:11:02
movement and the image, accordingly, in
00:11:05
general, everything here is also not so complicated, it’s not as
00:11:08
clear as it seems, I chose
00:11:12
added, did nothing supernatural
00:11:14
and it’s time to move on to the last
00:11:18
stage of this tab, we have the
00:11:20
starting positions here,
00:11:21
well, as you can understand and for the content, this is
00:11:25
where they will be located at the start of the game,
00:11:28
our player,
00:11:29
our boat, our ship and our airship,
00:11:32
well, that is, three of our vehicles and our
00:11:34
character, so I don’t have transport, they are
00:11:36
not displayed anywhere since the hero must
00:11:39
appear with the initial from the map anton and appears, but
00:11:43
actually the
00:11:45
player’s starting position can also being displayed directly
00:11:47
on the map is also not critical and of
00:11:50
course the initial screen is
00:11:52
strange what is called the initial screen but this is
00:11:54
the title page and here we can select two
00:11:56
images for the titanic this is the
00:11:58
image itself and
00:11:59
on top of it a layer with a frame of course all the
00:12:03
images are in the folder here you can
00:12:05
make any the extension you need
00:12:08
and see what it will look like
00:12:11
here, too, just select
00:12:14
what it fits from the standard
00:12:16
set or download it yourself and put
00:12:19
here all these necessary images and of
00:12:22
course the checkbox to display the name of
00:12:24
the game, we will remove it, this is the output of the name of the
00:12:28
game written here on title
00:12:30
screen, but
00:12:31
working with fonts in rpg maker is quite
00:12:34
problematic and quite limited,
00:12:38
well, at least in pairs when we haven’t
00:12:40
gone deep into studying the program but
00:12:43
just opened it and it won’t look
00:12:45
very nice
00:12:46
from this picture to or even in
00:12:48
this picture you can add any name
00:12:51
in any of the editors
00:12:53
because you like it, it will be beautiful and
00:12:55
will look much better than
00:12:57
just on standard 6, so I personally
00:13:00
remove it, or just think for yourself,
00:13:03
first of all, it’s not a fundamental question, so here
00:13:06
we are, looking at the next
00:13:08
tab: there was a system now let's
00:13:10
move on to the last one this term and
00:13:12
terms
00:13:13
this is the simplest thing that is here it is
00:13:15
just a set of different names
00:13:20
that will be used in the game their
00:13:22
retirement there are various messages like
00:13:24
damage done available in the party so
00:13:27
on and so forth here you just
00:13:29
look yes type messages and,
00:13:32
accordingly, its text, how it will
00:13:35
look in the game,
00:13:36
everything is clear here, just click
00:13:38
here and see what will happen, that is, we are
00:13:41
looking here, yes we have 1 2 3
00:13:45
these are the actual characters that will
00:13:47
be displayed whose names will be
00:13:48
displayed the goals will be called but not the
00:13:51
characters it would be better to name the goals, for
00:13:53
example, target one restores
00:13:55
so much and so much
00:13:56
for target one receives so much damage,
00:13:59
that is, this is just the value that
00:14:01
will be displayed and we assign it in the feast
00:14:04
if, for example, instead of m p we
00:14:07
want to write man atom here we write it
00:14:09
and so on and so forth, but in fact
00:14:11
these are just simple terms that we
00:14:15
will reproduce in the game at the time we need
00:14:18
and, accordingly, at the time we need to
00:14:20
see like this, everything is just big
00:14:23
scary at first glance, completely
00:14:26
easy to learn, and the next
00:14:29
tab is the database and in in principle, and in
00:14:31
principle, with this we can finish
00:14:33
studying the database, now we are ready to
00:14:36
create our own games,
00:14:39
boldly so to speak, but of course there are still
00:14:42
many many different subtleties of chips and
00:14:45
important points in working with the engine
00:14:48
that have yet to be discussed,
00:14:49
but the database we we can fill out and
00:14:52
prepare all the necessary materials
00:14:54
in order to really start
00:14:57
developing our own game and
00:14:59
now we will always know where something
00:15:01
is stored that we need, just like that, the
00:15:05
database is finished, the series of
00:15:07
lessons will of course continue, don’t
00:15:10
forget to subscribe to the channel
00:15:11
because, of course, you won’t miss
00:15:14
new videos, click the bell, this
00:15:16
is important, sometimes the notification just doesn’t come,
00:15:17
likes,
00:15:19
questions in the comments are also
00:15:21
welcome, because next we
00:15:23
will study
00:15:25
the engine in more depth, and we would like more specific
00:15:27
questions so that they can be included
00:15:29
in the framework the following lessons, and for those
00:15:32
who want to support the channel not only
00:15:34
morally in the form of
00:15:35
activity on it, but also financially, there is
00:15:38
the opportunity to become a sponsor of the
00:15:40
mood channel, all sorts of interesting goodies for
00:15:43
sponsors, that is, content that
00:15:45
others will not see, and if suddenly there is no
00:15:48
opportunity to make sponsorship and
00:15:49
how - for some reason, for example, not all
00:15:51
cards accept 100, now there is an
00:15:53
opportunity to become a donator and also in the
00:15:56
VKontakte group, by the way, join it, there
00:15:58
is our chat where we periodically
00:16:01
communicate, a bunch of all sorts of freebies fly in there,
00:16:04
in general, we will be waiting for you,
00:16:07
unforgettable about the discord in that Well, that's
00:16:10
all, and then we'll go
00:16:12
deeper, but today that's enough for now,
00:16:15
bye
00:16:17
and see you soon
00:16:19
[music]

Description:

Одиннадцатое видео в перезапуске уроков посвящённых RPG Maker MV. В данной рубрике мы познакомимся с программой от 0 до 100, таким образом уроки из этой серии позволят довольно глубоко изучить программу и будут являться полноценным обучающим курсом, который позволит познать РПГ Мэйкер всем желающим и начать разрабатывать собственные игры. В уроке под номером 10 мы закончим изучать, пожалуй самую важную часть всего редактора - Базу Данных. именно там в РПГ Мэйкере и хранится вся информация об игре, начиная от героев и врагов и заканчивая проходимостью тайлов на карте. В данном уроке мы рассмотрим сразу три вкладки: Общие события, Система, Термины. Кстати, группа нашего проекта в ВК и канал в Дискорде - вступайте обязательно: https://vk.com/g.nimethua https://discord.com/invite/T2HwDUD Привет Друзья, меня зовут Владимир Гросс и я являюсь автором канала Nimethua Games Projects. Я люблю различные видео-игры и процесс их создания, по этому на канале можно найти как видео о Ретро ПК играх или играх со старых консолей вроде NES и SEGA, так и видео об игровых гигантах и трендах. Не забываем и про gamedev и создание собственных игр. На эту тему также немало видео из рубрик PRO-геймдев или уроков по RPG Maker и таких редакторов как Valve Hammer Editor. Разумеется, у нас постоянно проходят игровые стримы и множество геймдев стримов. Добро пожаловать в Ниметуа! В группе есть всякое интересное Ну а так же ищите ведущего в социальных сетях: https://www.facebook.com/unsupportedbrowser https://steamcommunity.com/id/vl_pub/ https://vk.com/vl_pub

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  • The best quality formats are FullHD (1080p), 2K (1440p), 4K (2160p) and 8K (4320p). The higher the resolution of your screen, the higher the video quality should be. However, there are other factors to consider: download speed, amount of free space, and device performance during playback.

mobile menu iconWhy does my computer freeze when loading a "RPG Maker MV от 0 до 100 - База Данных - финал [Урок 10]" video?mobile menu icon

  • The browser/computer should not freeze completely! If this happens, please report it with a link to the video. Sometimes videos cannot be downloaded directly in a suitable format, so we have added the ability to convert the file to the desired format. In some cases, this process may actively use computer resources.

mobile menu iconHow can I download "RPG Maker MV от 0 до 100 - База Данных - финал [Урок 10]" video to my phone?mobile menu icon

  • You can download a video to your smartphone using the website or the PWA application UDL Lite. It is also possible to send a download link via QR code using the UDL Helper extension.

mobile menu iconHow can I download an audio track (music) to MP3 "RPG Maker MV от 0 до 100 - База Данных - финал [Урок 10]"?mobile menu icon

  • The most convenient way is to use the UDL Client program, which supports converting video to MP3 format. In some cases, MP3 can also be downloaded through the UDL Helper extension.

mobile menu iconHow can I save a frame from a video "RPG Maker MV от 0 до 100 - База Данных - финал [Урок 10]"?mobile menu icon

  • This feature is available in the UDL Helper extension. Make sure that "Show the video snapshot button" is checked in the settings. A camera icon should appear in the lower right corner of the player to the left of the "Settings" icon. When you click on it, the current frame from the video will be saved to your computer in JPEG format.

mobile menu iconWhat's the price of all this stuff?mobile menu icon

  • It costs nothing. Our services are absolutely free for all users. There are no PRO subscriptions, no restrictions on the number or maximum length of downloaded videos.