Player created tutorials

This page was created by uggy and treskro3, and edited by starfly. Most of the tutorials were made by others.

Some floor tiles tutorial by uggy.
First I'll tell you how tomake a hot coal tile. first just make a single piece of coal like this. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/coal.jpg[/img] then fill a tile with orange and copy and paste your piece coal diagnolly. it should look like this when your done. [img width=1000 height=611]http://i156.photobucket.com/albums/t7/jake_1997/hotcoals.jpg[/img] next, grass. Grass is easy. first make a small grass pattern using different shades of green like the grass in the box. [img width=1000 height=750]http://i156.photobucket.com/albums/t7/jake_1997/grass.jpg[/img] now paste that alot and it willl turn out like mine. last is concrete. make a pattern using different gray colors. like this [IMG]http://i156.photobucket.com/albums/t7/jake_1997/someconcrete.jpg[/img] now copy and paste that all over for something like this [IMG]http://i156.photobucket.com/albums/t7/jake_1997/concrete.jpg[/img] now its time for ice. Very easy. First get a light blue color like this. fill the tile. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/ice1.jpg[/img] Now Put little dots of different blues And when you have about 4 or 5 colors copy and paste them on the main color. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/ice2.jpg[/img] You have ice!

Restrict weapons tutorial by JGgamefreak
in some games, you may want to be able to pick a weapon, and restrict it's use for a time. Well, I discovered how you can!

NPC switch
1. make a NPC tile and weapon tile. save 2. make weapon item without any attributes to make it unusable. save 3. make NPC with talking. Allow it to take the weapon you made in the first response 4. make another weapon with the same tile as the first, but this time add desired effects and attributes 5. go back to that NPC you made and make him drop the weapon WITH attributes. so now you have to have the inactive weapon to make the NPC drop the active one

Non-NPC shot switch
1. make a weapon tile. save 2. make another tile. you will use this tile as an actor that will make the weapon you made usable 3. make your weapon actor with desired tile, then raise the shot range to 0 or a negative number 4. make another actor that you want to make the weapon usable, an item that increase shot range greatly 5. now if you have both equipped, you can shoot, but if just the weapon is equipped, you cannot shoot

Color codes tutorial by treskro3
On most computer imaging editing programs, the color system that is used is called RGB (red,green, blue) which is based on the three primary colors of light. If you shine red light, green light, and blue light together, you will see white. Like this: [img]http://www.all-the-sky.de/icons/rgbcircles.gif[/img]

Now a brief overview of the hexadecimal number system.

The only thing that you really have to know about the hexadecimal system is that the second digit, which we call the “tens” place, is now called the “sixteens” place. For each time you increase that digit, you are actually adding 16 to the number.

Each digit has the possibility of having more than 10 different values. In base 10, the possible values for each digit was: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9. In base 16, there are more possibilities: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A(=10), B(=11), C(=12), D(=13), E(=14), F(=15).

When choosing colors, you can choose how much primary color you want by entering a value between 0 and 255. (255 is most color, 0 is none) This is in base 10. To convert to base 16, subtract 16 from the number as many times as you can without going under 0. Remember the number of times you did that, and then find the corresponding base 16 value (0 to F). Put that in the “sixteens” place. Put the number that you have left after subtracting all of the 16’s in the “ones” place.

Example: Regular number: 230 Subtracting 16’s: 230 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 – 16 = 6. Count the 16’s that you’ve subtracted: 14 Put the corresponding base 16 value in “sixteens” place: 14=E… so… E(some number in the “ones” place) Put the remainder in the “ones” place: E6. So..230base 10] = E6base 16

Remember that the ones place can hold up to F, and if you add 1 to F, it carries over to the next digit.

If you’re lazy, type in the 0-255 number in windows calculator, then click view->scientific. You should see a button for hexadecimal conversion.

How do you use this? Each primary color is given two digits in a code: XX XX To increase a color, red, make the first two digits larger. The same goes for green on the 3rd and 4th digit; 5th and 6th digit for blue.

The greatest value that one color can have is FF, or 255, which means that you have a pure color. Pure red = FF0000. Pure green = 00FF00 Pure blue = 0000FF

Since white is a combination of all of these colors, those three codes to get white: White = FFFFFF. Black light shows that there is no color, so: Black = 000000. And you can get shades of gray by making the value for red, blue and green equal: One kind of gray = A3A3A3

To add a tinge of one color to the existing color, increase the two digits for the color you want to add.

Here are some useful codes: [color=red]Red = FF0000[/color] [color=green]Green = 00FF00[/color] [color=blue]Blue = 0000FF[/color] [color=teal]Cyan = 00FFFF[/color] [color=pink]Magenta = FF00FF[/color] [color=yellow]Yellow = FFFF00[/color] [color=white]White = FFFFFF[/color] Black = 000000 Grays = XYXYXY (all x’s are the same and all y’s are the same)

Potions tutorial by viveiros
parentheses = optional

Regular Healing Potions

 * draw the tile for your potion and save it
 * then click the actor button and choose item
 * go to item behavior and make it so player picks up and uses later
 * choose (the pickup message and) the health you gain
 * save the actor.

Elixir
or "full health" potion (only works in 1-100 health based games)


 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it so player picks up and uses later
 * choose (the pickup message and) make it so that player gains 100 health
 * save the actor.

Invisibility potion

 * draw the tile for your potion and save it
 * draw the animations for the player and then outline/replace their colors with light semi-transparent colors (shades of gray and white)
 * go to actor maker and choose player
 * choose the invisible tile for the player's main tile
 * fill in the animations with the correct semi-invisible transparent player animations
 * fill in the players information, stats, movement, etc.
 * save the actor
 * choose a new actor and select item
 * choose the invisible potion tile that you made earlier as the main tile
 * go to item behavior and make it so that player picks up and uses later
 * make the item equipable, and for new actor graphics choose the invisible player from earlier
 * make the equipment slot the same name as the other look changing items
 * save the actor

Max Healer

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * choose (the pickup message and) the amount that the players maximum health goes up
 * save the actor

Doublemax Potion
or MaximumHealthUpPotion (MHUP) (only works in 1-100 health based games)


 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * choose (the pickup message and) make the maximum health go up by 100
 * save the actor

Viveiros's Liberation

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * choose (the pickup message and) make the health and maximum health increase 100
 * save the actor

Points Potion

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * choose (the pickup message and) the amount of points you recieve when used
 * save the actor

Max Points Potion

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * make (the pickup message and) the amount of points as high as it will go
 * save the actor

Invincible potion

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it player picks up item and uses later
 * make (the pickup message and) it so that player gets effect: cannot be harmed
 * choose the time period for the potion
 * save the actor

temporary POISON Item

 * draw the tile for your potion and save it
 * click the actor button and choose Enemy
 * make the npc so it has 1 health does #of damage to player and dosen't drop anything
 * save the actor.
 * make shure that the player does at least 1 TOUCH DAMAGE

Growth Tonic

 * draw the tile for the grown player
 * also draw the grown players animation tiles
 * save them and go to actor maker
 * fill in the animations for the grown player
 * Save the actor
 * draw the tile for your potion and save it
 * click the actor button and choose item
 * make the potion equipable and changes the players look
 * add the equip effects and choose the grown player animation for the changed look
 * save the actor

Shrinking Tonic

 * draw the tile for the shrunken player
 * also draw the shrunken players animation tiles
 * save them and go to actor maker
 * fill in the animations for the shrunken player
 * Save the actor
 * draw the tile for your potion and save it
 * click the actor button and choose item
 * make the potion equipable and changes the players look
 * add the equip effects and choose the shrunken player animation for the changed look
 * save the actor
 * !NOTE!: IF YOUR PLAYER IS 32X32 JUST MAKE THE CHARACTER SPRITES HALVED IN THE 32X32 OR USE THE TILE MAKER TRICK TO MAKE IT SMALLER

Summon Bottle

 * draw the tiles for your summoned creature/person and save them
 * make the neciassary ajustments to an actor for your summoned creature
 * save the actor
 * draw the tile for your potion
 * save them
 * click the actor button and choose item
 * make the item "player picks up and uses later"
 * make the item destroyable
 * make the item drop the summoned creature
 * save the actor.
 * !NOTE!: this won't work if your player has touch damage.

darkandroid's Posion Potion

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * go to item behavior and make it so player picks up and uses instantly
 * choose (the pickup message and) the health you lose
 * save the actor.

JGgameFreak's Infinate Life Potion

 * draw the tile for your potion and save it
 * click the actor button and choose item
 * make the item equippable
 * set the armor effect to 100%
 * wala! You cannot get hurt at all with 100% armor!
 * infinate life! no time limit!

3.Blobby's Regenerate Potion

 * Make a Potion Tile (maybe a orb type thing)
 * Make it into a actor that you use but stays there
 * Make the item heal one
 * Make a map with it on it
 * Put the orb/potion on the map
 * Put a player on the map
 * Press Play.
 * Stand over the orb and if you are standing over the orb it will heal you!

Tower defence tutorial by tank_wars
Tower Defence Tutorial

Step1: making a player. 1.Draw your player in tile maker. It can be a human,monster or even a white box! 2.Save it, and go to actor maker and choose player 3.Insert the player tile, and add health. 4.Save it!

Step2: Make a wall and a floor 1.Draw the wall and the floor. 2. Save it, and go to actor maker. 3. Choose first the wall. 4. Insert the wall tile, save it. 5.Do the same with the floor, choose the floor button and insert the floor tile.

Step3: Make the enemy,s 1.Draw The enemy/enemy's in tile maker. Save it. 2.Open actor maker. 3.Choose the enemy button. 4.Add health and behaviors to your enemy/enemy's. 5.Save it.

Step4: Making towers (plus shots). 1. Draw shooting towers, one to left,one to right,one to up and one to down. Save it. 2. Draw a shot and save it, and make a blank tile. 3. Go to actor maker. 4. Choose shot. 5. If you pick right first, put the blank tiles on west,north and south. etc,etc. 6. Save it. 7. Make a new actor. 8. Choose friend. 9. Fill in the shot info and make the rate 5-9 10. Save it

Step5: Make the shop 1.Draw shop keepers in tile maker. 2.Save them 3.Choose actor maker. 4.Choose friend 5. Let him say: wan't to buy towers? 6. Make the options what you can answer. 7.Save it.

Step6: Buying towers. 1. For this step, you need to know about mgb.And you need Intelligence. 2.We take basic towers,fire,water and grass. 3.Fill in the talk options: fire tower,water tower and leaf tower. 4.Draw the requirment for fire tower, water towers and leaf tower. 5.Make the npc take the coins. 6.Let him drop the tower requirment you want.

Step7:Placing towers. 1.Go to actor maker and Choose friend. 2.Choose your floor tile. 3.Let him say: Want to place here a tower? 4.Make the talk options fire tower,water tower and leaf tower. 5.If you choose fire, let him take the fire requirment. Do the same with water and leaf towers. 6.If you choose fire, Let him drop a fire towers in the right facing.

This are the basics. Advanced coming soon

Shooting Towers: Buying towers:

Advanced coming soon

Good graphics tutorial by Truy
alright i made this because i see so many games with the least amount of effort possible, and we don't like that, heres an example

[IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/howtomakegoodgraphics2.jpg[/img] now ask me, doesn't that look like most the games on MGB, take your time

don't just make the char good and nothing else [IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/howtomakegoodgraphics3.jpg[/img]

now if you do spend time on your work do it on everything not just 1 or 2 things [IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/howtomakegoodgraphics4.jpg[/img]

now if you take your time on your tiles and do it pixil by pixil, it will look good [IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/howtomakegoodgraphics1.jpg[/img] don't take this though it is mine, this is just an example of what i should be seeing

with much work done [IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/howtomakegoodgraphics5.jpg[/img]

now does this look fimiliar?

if not then take another look its from destiny's last stand

[IMG]http://i226.photobucket.com/albums/dd248/TheRealUltimateYoshi/outsideofyourhouse3.jpg[/img]

so do you think you can take your time and make somthing like this?

step 1. start simple with 32x32 tiles

step 2. use a wide range of colors, to make it look more realistic

step 3. use shading, or lighting it will always make it look better

step 4. look at it and tell me if it looks like somthing you want to use

step 5. if it looks good use it

step 6. put it on the map and ask yourslef is this osmthing i want to play, if not niether do other people

step 7. if its good test your game and enjoy playing with now good graphics

if those didn't help try this video and turn the colume all the way up so you can hear me

http://www.youtube.com/watch?v=FfADK-hBgHw

so was this helpful for you if not, i'll try to make it simpilar

turn-based tutorial by JGgamefreak
-6 = necessary information of the turn-based system 7-13 = optionable information on certain strategies and attributes the enemy or player can have 1. make all backround, player, and enemy tiles. 2. make melee animations of player and enemy actors (player melee attacking east/enemy melee animations attacking west) and make all melee rates 8 (works best) 3. make the player and enemy 7 map spaces apart in your map that you'll soon battle in 4. between the player and enemy, put ice 5. all around the player, enemy, and ice, put walls, so that the player nor enemy may move anywhere else 6. at the map space in front of the enemy, put a backwards pusher. 7(making the enemy stationary). if you don't want the enemy to move forward one space (into your backwards push tile) adjust the enemy movement to "no automatic movement" 7B. fill all the melee animations of the enemy so that they always melee when you approach the enemy 8(guard). if you want the enemy to occasionally "guard" you can set some of the enemy animations to a transparent tile of the enemy. (This is effective, and you can set as many "guard" animations as you want, as well as attacking melees. you can do this with the player as well) 9(enemy parry). you can also make the enemy parry the attack by making the enemy "move away from player" and placing another backwards pusher behind the enemy 10(forceful enemy attacks). you can make aggro range of the enemy "3" or so to enable the enemy to move forward into the backwards pusher and forefully attack the player 11(health bars).(credit to noahG) you can make the enemy tiles have a health bar in them. now, make different positions of the health bars and make different enemies corresponding to the health-bar positions. make the the full health enemy drop a lower health enenmy when destroyed. make that lower health enemy drop an even lower health enemy, and so on. you can make lower health enemies behave differently! so you can make an enemy parry, then get hit, then forefully attack. 12(allys). (credit to riotpopper) allys can be used to deal extra damage to enemy NPCs. make a transparent ally tile. Then make this a "friend" actor. adjust its movement speed to "1." then give it a shot with 20 range and a desired shot damage to NPCs and rate (rate suggestion: 3). make sure the shot is a one-way shot(details next lesson). then make a talking friend that drops the friend you just made when clicking the selected option. You can also make it so that you have to have a certain item in order for you talking friend to drop your ally. 13(one-way shots). select a new 32x32 tile. save it IMMEDIATLY WITHOUT DRAWING ANYTHING IN IT! save it. then make it a "shot" actor. Let's say you wanted the shot to only go right(east). then fill in all the "east" steps of this shot to have your desired shot tile. now you should have a shot of all empty tiles except for the ones you filled in for east

now that you got all that down, here's... HOW TO PLAY

press right to approah an enemy. once you'r one map square in front of the enemy, press the melee button to attack. You could get attacked at the same time you attack them, or get shot while your approahing them. OR the enemy could parry your attack. This is the basic system and how to play it

I hope I cleared everything up on turn-based game. Just remember that MGB is not made for this. I am working on this system more and more everyday to make it better and better

TIPS: 1- making stationary animations ruins the melee animations 2- shooting can be added to an increaseed damage effect 3- stationary enemies with stationary animations can still shoot to deal damage 4- enemies dropping items can be used as a reward for participating in the battle

for those of you who don't get it, see how it all fits together by playing the game to this link! http://s3.amazonaws.com/apphost/MGB.html#user=turnbase_games;project=Stickman%20RPG;map=Battle%20tutorial;viewmode=embed

weapons tutorial by JGgamefreak
this tutorial will teach you to make all the different kinds of weapons you can make in MGB. I. sword/physical weapons a. make a 32x32 melee animation of physical attacks b. insert them into your player melee animations c. set melee rate modifier and damage II. bow&arrows a. make an arrow tile b. insert them into your shot animations c. set range, rate, and damage of your shot III. boomerang a. make melee animations of your player throwing the boomerang 1. make sure the bommerang goes all the way to the edge of the tile to increase range b. insert them into your player shot animation c. set melee rate modifier to a high level and set damage [IMG]http://i246.photobucket.com/albums/gg119/JGgamefreak7/boomerangscreenshot.jpg[/img] [color=purple]IV. magic[/color] a. make a magic blast tile b. insert them into your shot animations c. set rate to a high level and set damage V. discharge a. make your player with solid electricity lines surging out of him spreading throughout the tile b. insert these melee animations into your player's animations c. set rate and damage (you can combine your "magic" shots with this ability) [IMG]http://i246.photobucket.com/albums/gg119/JGgamefreak7/dischargescreenshot.jpg[/img] VI. sheild a. make your player transparent and in a guarding position b. insert this tile into your melee animations with no rate modifier and no damage ]VII. mace a. make your player swing a mace around in a circle in a 96x96 tile as usual b. insert these animations into your player melee animations. c. set rate midifier moderatly high, and damage VIII. energy wave a. make a 128x128 tile of a ginormous lightning bolt (or whatever you choose) b. make shot animations of this tile c. insert this shot to your player 1. the disdvantage to this, is that you would need a wide open space to shoot it in. However, you may want this for you game e. set damage and rate IX. beam a. make a 128x32 tile of a long, solid beam (or whatever you choose) b. make shot animations of this tile c. insert shot to your player d. set damage and rate [IMG]http://i246.photobucket.com/albums/gg119/JGgamefreak7/beamscreenshot.jpg[/img] X. daggers a. make melee animations of your player swing his daggers b. insert these animations into you player's melee animations c. make a 32x32 dagger shot tile d. insert these animations into a shot e. equip this shot to your player f. set damage and rate

furniture tutorial by sirolu
This is a working permanent furniture tutorial!

Step 1: Create the furniture and create the buy furniture tile Go in Tile Maker. Push ``New`` Create your furniture. Push ``Save`` and choose its name Push ``New`` Create your buy furniture tile(Paper with the furniture tile, esc...) Push ``Save`` and choose its name

Step 2: Create the furniture actor and buy furniture actor Go in Actor Maker. Push ``New`` Choose the ``Item`` type. Make it say something like: [Buy a coach?] On the first response write ``Yes`` and ``Dissappear(You can make it that you need a item to buy it) On the second respone write ``No`` and ``Stay`` Go in Destruction/Spawning. Push ``Can this be destroyed/damaged`` and ``Yes`` Choose ``Respawn on map reload`` and change it to ``Never Respawn`` Push ``Can this be destroyed/damaged`` and ``No`` Push ``Save`` and choose its name Push ``New`` Choose the ``Wall`` or ``floor`` type.' Choose the tile(Do this on the first actor too) Go at ``Conditions`` and click ``No condition`` and change it to ``Appear`` Now make it say `` If 0 (Buy Furniture tile name) actors on the current map.

Step 3: Testing it out Put both of your created actors, and test the map. If it not work, you may have done it wrong, also, try making a jump to another map and go back.

Demo: Go here to see how it works: http://s3.amazonaws.com/apphost/MGB.html#user=sirolu;project=project1;map=furniture%20tutorial%20testmap

basic human tutorial by brycer99
For those of you who are accustomed to drawing stick figures. [size=1pt]*Cough* sticko and jonjee *Cough* *Cough*[/size] Here is a tutorial on how to draw a basic, good-looking human. This is mostly for NPCs though, because It doesn't look too good when you try to animate it. Anyways, lets get started.

[URL=http://imageshack.us][IMG]http://img252.imageshack.us/img252/9135/tutorial1oh2.png[/img][/URL] [URL=http://g.imageshack.us/g.php?h=252&i=tutorial1oh2.png][IMG]http://img252.imageshack.us/img252/9135/tutorial1oh2.bd09fc60f7.jpg[/img][/URL] Start out on 32x32 and draw this outline of the character. I know it looks a bit ridiculous, but it will get better.

[URL=http://imageshack.us][IMG]http://img508.imageshack.us/img508/3756/tutorial2px8.png[/img][/URL] [URL=http://g.imageshack.us/g.php?h=508&i=tutorial2px8.png][IMG]http://img508.imageshack.us/img508/3756/tutorial2px8.cadc7a5f19.jpg[/img][/URL] Heres where we split apart, depending on what you want your character's clothes to look like. Here is where the clothing will start and stop though. Tan=Skin, Blue=Shorts/Pants, Green=Shirt, brown=Shoes. It can vary though, like mabey making the sleeves shorter, shirt longer, or picking between shorts and pants.

[URL=http://imageshack.us][IMG]http://img294.imageshack.us/img294/1069/tutorial3du6.png[/img][/URL] [URL=http://g.imageshack.us/g.php?h=294&i=tutorial3du6.png][IMG]http://img294.imageshack.us/img294/1069/tutorial3du6.9fa0249b78.jpg[/img][/URL] Now, here comes the hair, eyes, and basic clothes detail. The eyes can be any color, and the hair can be any style, just be creative.

[URL=http://imageshack.us][IMG]http://img398.imageshack.us/img398/120/tutorial4xy2.png[/img][/URL] [URL=http://g.imageshack.us/g.php?h=398&i=tutorial4xy2.png][IMG]http://img398.imageshack.us/img398/120/tutorial4xy2.044512665e.jpg[/img][/URL] More detail to the face and clothes.

[URL=http://imageshack.us][IMG]http://img72.imageshack.us/img72/84/tutorial5kq6.png[/img][/URL] [URL=http://g.imageshack.us/g.php?h=72&i=tutorial5kq6.png][IMG]http://img72.imageshack.us/img72/84/tutorial5kq6.bf191be581.jpg[/img][/URL] ...And the last bit of detail and shading

[URL=http://imageshack.us][IMG]http://img160.imageshack.us/img160/1897/tomdu2.png[/img][/URL] Finished product

moving items tutorial by JGgamefreak
for certain games, you might want some moving items (like in Marshmallow Duel). Well I'm here to tell how to make items move around like NPCs

1. make an item tile 2. save 3. go to actor maker and make "friend" 4. go to "destruction/spawning" and make it destructable, and have no means of damaging the player (unless you want to...?) 5. if you want moving items to work easily, you'll have to make your player able to do touch damage (or the player will have to shoot it) 6. make your item you want, and make it the same tile as your NPC 7. go back to the NPC you made and make it drop your item when destroyed. 8. then go to "NPC behavior" and make it able to occupy player's space 9. now if the player runs into the NPC, it should immediatly drop the item and have it's effect on you.

TIPS: 1) you could make an NPC that isnt destructable or having any means in harming the player, and have it randomly spawn the NPC that drops your item. 2) you could make the NPC that drops your item drop another NPC, or have THAT randomly spawn ANOTHER npc that drops the item. 3) you could make the NPC that drops you item follow you for a "attracted" looking effect. 4) you could make the NPC that drops you item move away from you to make it harder to obtain

melee tutorial by uggy
To make attacks using melee, First you must make tiles for melee. If they are 32x32 make them 96x96 or 64x64 people make their melee 128x128 like this. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/guy.jpg[/img] then it looks like this [IMG]http://i156.photobucket.com/albums/t7/jake_1997/rfdhfdhfd.gif[/img] An easy way to do this is like i like to do. make 4 tiles with them attacking and then repeat it backwards.(But be sure they touch the enemy when they attack)Now for the next step... Make an actor. In the animations tab, scroll down untill you come to the melee part like in the picture. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/hrfdsjtgf.jpg[/img] Now save the actor. Also, if you want to position the actor in one place so they dont try to fly, Draw a line under your first melee so that you know where to put the next one.[IMG]http://i156.photobucket.com/albums/t7/jake_1997/3.jpg[/img]erase the person then draw the next one so its on the line exactly wher the other one was. when your done go back and erase the line. Thanks and i hoped this helped you understand! ;D And also if you dont want to make an enemy that is big you can make lines on both sides of it so the player can still hit the enemy. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/b6f3510b.jpg[/img] M is to attack!!!

Lava
Watch this steps Carefuly. You can find this tutrioal on MyGameBuilder(MGB) Forum by klicking HERE

go to TileMaker And chose "New!" chose 32x32 or bigger. Select "Fill" And chose red colour, fill the window. Select the Brush tool Size-1. klick on Colour, Chose the yellow colour. Draw some random lines, But not to many. now chose an Orangeyellow colour and draw an outline for the yellow colour. Chose orange colour and draw one more outline. Chose an OrangeRED Colour and draw an even more Outline. Now the yellow should have an nice glow. Eliminate any white pixel that is left on the screen. And your Done

Picture of the Priew resultate you find HERE Vigge42

Platforming by Legowego
GROUND

First, draw a ground tile, detail it, and save it. Then make it as a wall. EASIEST PART!

NON-GRAVITY SKY

I may be lazier than anybody on MGB, but I know things. Draw a plain Light Blue sky or whatever you drew for your sky. Then make a a floor. I KNOW THINGS.

GRAVITY

It was hidden all those times you have used MGB. THE DOWN SLIDER! (Dramatic music, please) Load your plain Light Blue tile and draw clouds on it now. Make it a floor that PUSHES YOU DOWN! (Dramatic Music stop) Now that you are finished you can now test it with er um...a person.

Death and appearance tutorial by Riotpoppper
i will take you through steps to create a death and appearance animation!

Lets say you have an npc named goblin,he needs to be teleported in,but you want him to appear in a puff of smoke! i can help you with that!

Step 1: Create the tile where he appears out of smoke (make multiple so it animates well)

Step 2: create an enemy npc called goblin appears (or whatever name works for you)

Step 3: Make said npc have 5 hp and shoot a shot that damages npcs,set the shot's damage to 1 and the goblins rate to 1 (Note: if this doesnt work,set his npc touch dmg up) also make him to no automatic movement,and 3 speed.

Step 4: Give him conditions so he appears (teleports) when you want him to. don't forget to make him drop the actual goblin npc when he dies!

Voila! an entrance animation!

The same works for death animations, just make those get dropped when the actual enemy dies ;D

notice how the zombies here will die and look dead for a few seconds then disapear? that's what you can do with this tut ;D (and with better tile making skillz you can do even better) https://s3.amazonaws.com/apphost/MGB.html#user=zomblade;project=project1;map=Main%20menu

Tree tutorial by Cool1112
Step1- go to tile make and draw a rough outline of a 64*64 tree (use step 1 as a refrence)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree-6.jpg[/img]

step2 - make the leaves on the tree overlap the bark (use step2 as reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree2-1.jpg[/img]

step3 - smooth the rough edges (use step3 as reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree3.png[/img]

step 4 - get a new tile 32*32 and draw 5 different colour greens and 5 different colour brown from darker to light (look at step 4 for reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/step4.png[/img]

step-5 now copy the brown you drew and paste it all over the bark on your tree using darker for the bottem and light at the top (use step5 as reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree4.png[/img]

step6 - do the same with the leaves (use step6 for reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree5.png[/img]

step7 - remove the outline (use step7 for reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree6.png[/img]

step8 - fill in any missing parts and smoothen it out (use step8 for reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree7.png[/img]

step9 - add some accessarys to your tree such as a shadow some branches and more e.g (use step 9 for reference)

[img]http://i361.photobucket.com/albums/oo53/coolkid5/tree8.png[/img]

finnaly step10 - optional - add some animations to show the wind blowing on the leaves

Easy dithering tutorial by Uggy
Here you go Wish. First off, make a line with the brush to see your transparent colors. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/tut.png[/img] Now, make a checker pattern with 4-5 different transperant colors darkest at the bottom to lightest at the top. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/tut2.png[/img] Paste that on something, then there you have it. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/tut3.png[/img] Dithered rectangle. You can also use it to make some okay shading. SQUARE [IMG]http://i156.photobucket.com/albums/t7/jake_1997/tut4.png[/img] You can make some cool blends by pasting one right by the other. [IMG]http://i156.photobucket.com/albums/t7/jake_1997/tut5.png[/img]

[quote author=azurehaze link=topic=10100.msg224448#msg224448 date=1242619583] This is like dither shading, a very good one too. You can use dithering to blend, too (if you want to add?) example is my sunset. [/quote]

Rain tutorial by 01a11
This is a tutorial where you learn how to make rain. (Sorry if theres already one, dont move this if so.)

First open a new 128*128 tile. Then choose a light grey color (Dont take a to bright color). I use 1FB5B5B5. Then take the brush and make a quick line over the tile. Pick one of the most bright colors. [IMG]http://img520.imageshack.us/img520/5084/step1m.png[/img] Then open a new blank 128*128 tile. Now make a line like this with the pen. [IMG]http://img520.imageshack.us/img520/9683/step2n.png[/img] Select it and cut. [IMG]http://img520.imageshack.us/img520/3439/step3.png[/img] Place it some random places in your 128*128 tile. [IMG]http://img520.imageshack.us/img520/4087/step4.png[/img] Save it as ”rain 1” Then open a new 128*128 tile and place it some random places again and save it as rain 2. When you have 4 different 128*128 tiles (rain 1, rain 2, rain 3 and rain 4) go into ”Actor Maker” –New –Foreground Go into the animation tab and in the stationary animations place it like this: Stationary 1  rain 1 Stationary 2  rain 2 Stationary 3  rain 3 Stationary 4  rain 4 Then rain 1 again and continue to all the stationary animation are filled. [IMG]http://img520.imageshack.us/img520/6584/step5.png[/img] Then place it in the foreground in your map. It works best if you dont make it overlap, but if you do it looks like it rains more. Test map: http://s3.amazonaws.com/apphost/MGB.html#user=king01a11;project=Bodolja%20In%20War;map=map%201;viewmode=embed

Sorry for bad grammar and let me know if this isnt understandable.

Water Tutorial by JGgamefreak
yes, theres probably already a topic on this, but i've discovered the ultimate secret to water-making! i will explain in tutorial form...

1) make a water tile. to do this, you must lay a solid color of light (ocean) blue. if the color is right or not is up to you. then go to the colors and on the side of the colors (right of the color roster, left of the color code) go to the "B" button. you dont have to mark this, but just click the up or down arrow to the right of the "B" button and its code box

[img width=1000 height=750]http://i246.photobucket.com/albums/gg119/JGgamefreak7/watertut1.jpg[/img]

1B) now that you have increased (or decreased) the color about one or two clicks, take the brush and sway the new color side to side horizontally. these are not supposed to be perfect lines so dont worry about it. do the color thing again and might it a little lighter (or darker) than before. Do this with two lighter shades and two darker shades. it should look like this

[img width=1000 height=750]http://i246.photobucket.com/albums/gg119/JGgamefreak7/watertut2.jpg[/img]

1C) now that you've made the water look good 8) you can now make only ONE animation! thats right! no more straining to make dozens of animations! so just click move and move it up two and over two pixels. then, fill the missing tile with more water (copy and paste). save this as maybe "water animation 2" (i use a2, a3, etc)

2) make your water actor. make it a wall and make the main tile your water tile. in animations, go down to stationary 5 slot and put 4 of those second animation water. then go down to stationary 13 slot and put four of the secnd animation tiles again.

INFO) what most people down know, is that water doesnt just move one way, it kinda moves the opposite way too. crazy eh? ya i thought so too, until i actually looked at the sea and noticed that part of the water was moving the opposite way that it was moving, almost like a second layer. lets get layer 2 started!

3) pick a way darker color of your main water color and pick one of its transparent colors (use brush and stroke it across the tile and pick one of the lighter colors to get a transparent color [must be against blank tile]). anyway, just do what you did with the water, but stroke it horizontally on a [i]blank [/i]tile. it should look like this

[img width=1000 height=750]http://i246.photobucket.com/albums/gg119/JGgamefreak7/watertut3.jpg[/img]

4) heres the tricky part! now that you have this, cut a half of the tile and move the half thats still left, back to the side that you cut off. still with me? it should look like this

[img width=1000 height=750]http://i246.photobucket.com/albums/gg119/JGgamefreak7/watertut4.jpg[/img]

now take the part you cut (to do this click paste) and put it in the empty half. to get better results, you may want to do this in quarters instead of halfs (i just said halfs to be quicker)

5) now make that weird water layer a floor actor and put in your animations to it according to which way you want it to move. Well, there! You're done! just put in the water wall and put that weird second layer over in in foreground and you have PERFECT water!

play this for demonstration: http://s3.amazonaws.com/apphost/MGB.html#user=turnbase_games;project=Quest%20of%20the%20Curse%20RPG;map=water%20test;viewmode=embed

Shop tutorial
By geesegeese

First you make a actor for the "Coins" Make It so the player picks it up and uses it later. You can even make it's stationary animation sparkle or spin if you want. Secondly you Make an actor for the Shopkeeper. In NPC behavior, Make it that the NPC will drop an item in return for taking a amount of coins. With this trick, you can make Your games 99.9% better.

Unlockable Doors
By bob1756

First make a tile for your "Door" and save it. Next make it an NPC with your door image. Go to its NPC behavior and make it say something like "Would you like to use your key to open the door?" Make two options "yes" and "no". If yes then make him take your key then dissapear (like the door opened). In no you don't change anything anything except maybe make a message saying "You decide to wait until later" or something. Tada! You now have an Unlockable Door. It is great for zelda like games or any other rpg game or puzzle game. To see a quick example go to: http://s3.amazonaws.com/apphost/MGB.html#user=bob1756;project=Game;map=Map;viewmode=embed