RPG Maker Resources Tutorials • Game Development

Getting Started with RPG Maker Beginner Basics

New to RPG Maker? Here are clear, beginner-friendly answers to the building blocks every game uses, maps, events, variables, switches, and more.

All RPG Maker EnginesBasicsBeginner
Getting Started with RPG Maker beginner basics guide
RPG Maker lets you build a whole game by painting maps and placing events, no coding required to start. This page explains the words and tools you'll see everywhere, so the step-by-step tutorials make sense. Skim the categories below, or open any question.
Tip: these basics apply to every version (MZ, MV, XP, VX Ace, 2000, 2003). Menu names differ slightly between engines, but the ideas are the same. For the official reference, see the RPG Maker help & manuals at rpgmakerweb.com ↗.

• First steps •

Find your way around the editor.
RPG Maker first steps banner
What are the main parts of the RPG Maker editor?
There are four you'll use constantly:
Map editor: paint your world with tilesets.
Event editor: the logic that makes things happen.
Database: define actors, items, skills, enemies and system settings.
Plugin Manager (MZ/MV): add extra features with .js plugins.
M Map editor E Event editor D Database P Plugins M Map editor E Event editor D Database P Plugins
How do I make my first map and playtest it?
Right-click the map list (bottom-left) and choose New Map, set its size, then paint tiles from the palette on the left. Press the green Play button (or F12 in MZ/MV) to playtest and walk around. Use the test play often, small and frequent is best.
Do I need to know how to code?
No. You can build a complete game using only events (ready-made commands). Scripting and plugins are optional power-ups you can pick up later, our tutorials point out the few handy one-line scripts when they help.
When player talks to me Say: "Hello there!" Give the player 10 Gold You snap blocks together, no typing code. When player talks to me Say: "Hello there!" Give the player 10 Gold You snap blocks together, no typing code.

• Core concepts (eventing) •

The vocabulary behind almost every tutorial.
RPG Maker eventing banner
What is an Event?
An Event is anything interactive on a map: an NPC, a door, a chest, or invisible logic. You build it from a list of commands, like Show Text, Control Variables, and Conditional Branch, that run top to bottom when the event triggers.
Event: Talk to Guard Show Text: "Hi there!" Control Variables: Gold += 10 Conditional Branch: if Has Key An event runs its commands from top to bottom. Event: Talk to Guard Show Text: "Hi there!" Control Variables: Gold += 10 Conditional Branch: if Has Key An event runs its commands from top to bottom.
What is a Variable?
A Variable stores a number you can change and check, like gold, a quest step, or in-game time. Set it with Control Variables, and react to its value with a Conditional Branch (for example, "if QuestStep ≥ 2").
Variables (each one stores a number) #0001 Gold = 250 #0002 Potions = 5 #0003 QuestStep = 2 #0004 PlayTime (mins) = 740
What is a Switch, and what's a Self Switch?
A Switch is a global ON/OFF flag, great for "has the player done X yet?". A Self Switch belongs to a single event. It’s like a one‑time reaction that shouldn’t affect the rest of the game, perfect for things like a treasure chest that should only be opened once.

Since a Switch is global, you can give it descriptive names like "BridgeFixed" or "MetTheKing". Self Switches are event-specific and use the built-in labels A, B, C, and D.
Switches global, you name them BridgeFixed OFFON MetTheKing OFFON IntroSeen OFFON Self Switch just A, B, C, D (one event) A OFFON B OFFON C OFFON D OFFON Tap a switch to flip it! 👆 Switches global, you name them BridgeFixed OFFON MetTheKing OFFON IntroSeen OFFON Self Switch just A, B, C, D (one event) A OFFON B OFFON C OFFON D OFFON Tap a switch to flip it! 👆
What's the difference between variables and switches in RPG Maker?
In short: a variable stores a number you can change and compare (gold, a quest step, in-game time), while a switch is a simple on/off flag for yes-or-no states ("has the gate been opened?"). Reach for a variable whenever you need to count or track an amount, and a switch when something is either done or not done. Both are checked with a Conditional Branch.
Variable Gold = 250 stores a number Switch OFF ON on / off flag Variable Gold = 250 stores a number Switch OFF ON on / off flag
What is a Common Event?
A Common Event is reusable logic stored in the Database that any map can use. Its trigger can be None (you call it manually), Autorun, or Parallel. Common Events keep your project tidy, build something once instead of copying it onto every map.
Common Event Heal Party Town map Cave map Field map Common Event Heal Party Town map Cave map Field map
Build it once, use it on every map.
What do the event Triggers mean (Action Button, Player Touch, Autorun, Parallel)?
Action Button: runs when the player faces it and presses confirm (NPCs, signs).
Player Touch: runs when the player walks into it (traps, auto-doors).
Autorun: takes over and runs once; stop it with a Self Switch so it doesn't freeze the game.
Parallel: runs continuously in the background (clocks, weather). Keep these light to avoid lag.
Action Button Player faces it & presses confirm NPCs, signs, doors Player Touch Player walks into it traps, auto-doors Autorun Runs once, takes over screen cutscenes; stop with a Self Switch Parallel Runs every frame in background clocks, weather; keep it light Action Button Player faces it & presses confirm NPCs, signs, doors Player Touch Player walks into it traps, auto-doors Autorun Runs once, takes over screen cutscenes; stop with a Self Switch Parallel Runs every frame in background clocks, weather; keep it light
What is a Conditional Branch?
A Conditional Branch is an "if this, then that" check. It can test a Switch, a Variable, an item the player has, the gold amount, and more, with an optional Else path for when the condition is false.
If: Has Key? Conditional Branch YES Open the door …then do this ELSE Show: "It's locked" …otherwise this If: Has Key? Conditional Branch YES Open the door …then do this ELSE Show: "It's locked" …otherwise this

• Building your world •

The everyday commands that make a game playable.
RPG Maker map building banner
How do I transfer the player to another map?
Add an event and give it a Transfer Player command, choose the destination map and tile, then set the trigger: Action Button for doors the player interacts with, or Player Touch for automatic transfer when they step on it.
Town map Cave map door player Transfer Player arrives here Town map door player Transfer Player Cave map arrives here
How do I make a shop or give the player an item?
Use the Shop Processing event command to open a shop and list what's for sale. To hand things over directly inside an event, use Change Items, Change Weapons, Change Armor, or Change Gold.
Shop Gold: 500 Potion 50 Antidote 80 Iron Sword 300 Shop Processing opens a buy/sell menu like this. Shop Gold: 500 Potion 50 Antidote 80 Iron Sword 300 Shop Processing opens a buy/sell menu.
How do I add a save point or stop the player from saving?
Use Change Save Access event command to enable or disable saving (handy during boss fights or cutscenes), and Open Save Screen to make a save point the player walks up to. You can also set save access in the System tab of the Database.
How do I make an NPC talk and offer choices?
Use Show Text for dialogue (add a face graphic for character portraits), and Show Choices to give the player options that branch the conversation. Want the NPC to remember the choice? Store it in a Switch or Variable. There's a full walkthrough in our Relationship System tutorial.
You seem nice Out of my way! Nevermind... Guard Girl Can I help you? Show Text for the line, Show Choices for the options. You seem nice Out of my way! Nevermind... Guard Girl Can I help you? Show Text for the line, Show Choices for options.

• Graphics, audio & the Database •

Make the game look and sound amazing.
RPG Maker graphics and database banner
What is the Database?
The Database is the heart of your project: Actors, Classes, Skills, Items, Weapons, Armors, Enemies, Troops, Tilesets, Common Events, and System settings (title screen, starting party, vocabulary). Most "where do I set this?" answers live here.
Actors Items Skills Enemies Audio System 001 Harold002 Therese003 Marsha 001 Potion002 Magic Water003 Dragon Fruit 001 Attack002 Guard003 Fire 001 Goblin002 Slime003 Bat BGM Theme6BGS QuakeSE Cursor Title: My GameStarting Party: HaroldCurrency: G One place for all your game's content. Tap a tab to switch 👆 Actors Items Skills Enemies Audio System 001 Harold002 Therese003 Marsha 001 Potion002 Magic Water003 Dragon Fruit 001 Attack002 Guard003 Fire 001 Goblin002 Slime003 Bat BGM Theme6BGS QuakeSE Cursor Title: My GameParty: HaroldCurrency: G One place for all your game's content. Tap a tab to switch 👆
How do I change a character's sprite or add my own graphics?
Place your image files into the matching folder inside your project's img folder (for example img/characters, img/tilesets, img/pictures), then select them in the relevant Database tab or event command (like Set Movement / event graphic). Keep to the engine's sprite-sheet sizes so they line up.
How do I add my own music and sound effects?
Drop audio files into the audio folder (audio/bgm, audio/se, etc.) in the supported format for your engine, then choose them with Play BGM or Play SE. Always check you have the right to use any music or art you didn't make.
How do I change the title screen and game title?
Open Database → System and set the Title screen image(s) and the game title. In MZ/MV you can also tweak the title command window and title music there.
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