The final event in an RPG is where the game’s narrative reaches its peak to deliver a memorable conclusion. Read to know about creating an ending and setting up Autorun Events in RPG MAKER WITH.
The final event in an RPG is where the game’s narrative reaches its peak to deliver a memorable conclusion. Read to know about creating an ending and setting up Autorun Events in RPG MAKER WITH.
All video games need an ending to show players that they've completed the game. In fantasy RPGs, an ending usually happens once the final boss is defeated. An ending scene soon follows to mark the end of the hero's journey. To create an ending, we'll set up an Autorun Event.
To start creating an Autorun Event, first select a map of where the final scene will take place.
1 | From the Event Editor Screen, select a tile where the event will take place. |
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2 | Enter the Basic Info leave the Image blank and check Walk Animation. |
3 | Next go to Priority and select Below Char. |
4 | Then go to Trigger and select Autorun. |
5 | Now head to Event Details and add a command line. For this example, we'd like the main character to walk some steps for a dialogue with the King. To do this we'll need to setup a Move event. Go to Move and select Set Movement Route. A new screen will pop up. |
6 | From the Basic Settings tab choose Player as the Target and check Wait Until End. |
7 | Next go to Edit Route and enter the movement command. You may access the Preview to view the direction of the character's movement. |
8 | The next step involves setting up the mood for this victory celebration so add a command line below the Move event and go to Audio, select Play BGM and choose background music from the library. Press OK once a BGM is selected. |
9 | Now we're going to add the final dialogue between the king and the hero. Add another command line and navigate to Messages and choose Show Text. Select an image and enter the final dialogue. This will signify the game's ending. |
10 | Similar to a movie's ending, our next step is to fade out the screen and roll the credits. To do this, add another command line below the Show Text command, go to Screen, and choose Fade Out Screen. |
11 | Next, add a command line and go to Messages and choose Show Text. Enter the text for the roll credits scene, select a Background and Window Position, and press OK. |
12 | After the credits scene, we'd like our players to go back to the title screen. To do this, add another command line, go to Scene Control, and choose Return to Title. |
13 | Finally, add another event page and switch over to the second page. Head to Conditions and select the Switch for the final ending scene. |
14 | Let's do a playtest. The movement and final dialogue should work perfectly. |
15 | Success! After the credits, we are back to the Title Screen. Our final ending scene is complete. |
Show the player’s accomplishments through a dialogue, visual cues, or scenes showing how the world has changed as a result of their actions. Illustrate how the world has evolved, like a shift to a better weather condition, a bustling city, or the revival of once desolate cities.
How to Make a Title Screen and Credit Roll
Choose a fitting musical track for the ending. A well-chosen BGM can amplify the emotional weight of the finale.
Create a memorable emotional moment, whether it's a victory, a sacrifice by a comrade, or a bittersweet farewell so that players feel invested in the story’s conclusion.
Core Guides | |
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Advanced Guide Part 1 | Advanced Guide Part 2 |
Core Guides | |
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Beginner's Guide Part 1 | Beginner's Guide Part 2 |
Tips and Tricks | |
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Map, Event, and Switch Naming Tips | How to Use the Flood Fill Tool |
Core Guides | |
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Intermediate Guide Part 1 | Intermediate Guide Part 2 |
Tips and Tricks | |
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How to Make a Switch | How to Use Map Foregrounds and Backgrounds |
How to Change Event Text Color |
How to Make an Ending
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