Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Making a chest isn't too hard; You make an Object (Objects are like "Events" in RPG Maker). You then make action nodes and action link conditions in tandem with flags and variables to give up an "item".
I'll say that this might turn into something more complicated if you're not used to how Pixel Game Maker works. I'd recommend reading over the tutorial guides here on Steam or checking out Bazrat's beginner tutorials on YouTube; he covers top down for now, but the concepts covered there translate to side view for the most part (outside of movement and such).
https://www.youtube.com/playlist?list=PLjyKjxGVrnPUcxHpECym0hrJ8Y3I8qX2p
The way I made chests was to have their own individual switches, and in order for the chests to continue to remain open, you have to make sure in the basic settings in the Object Tab, that the Restore After Destruction Condition is: Restore With Action, and Condition to Start Motion is Camera Comes Near. And for Others make sure it Maintains State at End of Scene.
These are VERY important when making your super special treasure chest of hidden goodies of the goodily kind! :D