Basic How-To Tutorial for first-time RM2K3 Users
-  By FinalSoul - 12/07/03

This is about as simple as a tutorial is going to get.  No fancy terms, no crap about copyright this and versions that.  It's a tutorial, plain and simple.  Table of contents should help you find what you're looking for.

CONTENTS:

1. Starting a New Project
2. The Layout of the Program
	2.1 - Explanation of the Buttons along the top of the screen
	2.2 - Explanation of the right-click options in Event Layer mode
	2.3 - Explaining the Map System and ChipSet features
	2.4 - Making a New Map and Editing an old one
3. Working with the Database
	3.01 - HERO section
	3.02 - CLASS section
	3.03 - SKILL section
	3.04 - ITEM section
	3.05 - MONSTER section
	3.05 - MONSTER GROUPS section
	3.06 - ATTRIBUTE section
	3.07 - CONDITION section
	3.08 - ANIMATION section
	3.09 - ANIMATION 2 section
	3.10 - BATTLE LAYOUT section
	3.11 - TERRAIN section
	3.12 - TILESET section
	3.13 - STRING section
	3.14 - SYSTEM section
	3.15 - SYSTEM 2 section
	3.16 - COMMON EVENT section
4. Importing new graphics or sounds
5. Making a gamedisk




Section 1 -  Starting A New Project

	This is easy enough.  When you open RM2K3, simply hit the NEW PROJECT button in the upper left corner.  It will appear as a blank sheet of paper.  Once you've clicked on it, it will ask you what you want to name your project and what you want to name the folder in which your project will be held.  The name of the project can be any length, but the folder name cannot exceed 8 characters.  If you can't come up with a name for your project or the project's folder, don't worry.  You can always change the name of the project and/or the folder at any time.

Once you've entered names for both the project and its folder, hit OK.  If you, for some reason, wish to put the project folder somewhere other than the default directory, you can change it by typing in a new directory in the textbox below, or browse for your new directory by hitting the [...] button next to the textbox.  If you're satisfied with the project name, folder name, and folder location, hit OK.  Easy as that.


Section 2 - The Layout of the Program

	Before we go any further, you should familiarize yourself with the layout of the program.  I'll start with the buttons on the top.  From left to right, the buttons are: New Project, Open Project, Close Project, Make a Gamedisk, Save, Remove all changes since last save, Ground Drawing Layer, Upper Drawing Layer, Event Layer (for making events), 1/1 zoom ratio, 1/2 zoom ratio, 1/4 zoom ratio, 1/8 zoom ratio, Open Database, Import New Files, Play Music While You Work, Event Search, Test Play, Fullscreen (for test play), Show Title Screen (for test play), and HELP.

	
Section 2.1 - Lots of buttons, huh?  I'll give you a quick overview for each one.

New Project - Explains itself.  You can't make a new project if you have a project already open.
Open Project - Also self-explanitory.  You can't open a project if you have a project already open.
Close Project- Closes an already active project.
Create Gamedisk -Creates an executable file that will install your game onto someone's computer.

Save - Saves current project.
Remove all changes since last save - Will undo everything you've done right back to your last save.

Ground Drawing Layer - This is the bottom layer used for drawing.  This is usually reserved for ground-type tiles, like grass, wooden floors, and cave floors.  Also, this layer is commonly used for barriers, such as walls and ceiling tiles.

Upper Drawing Layer - This is also known as the "obstacle" drawing layer.  This is reserved usually for obstacles like trees, posts, signs, bushes. and barrels, but is also used for chairs, some tables, counters, and other little furnishings.

Event Layer - This is the button to press when you want to make an event.  Events are what make your game run the way you want it to run.  A person walking around randomly with something to say would be done in the Event Layer.  A shop owner selling items would be done in the event layer.  Moveing you from one map to another is done in the event layer.

1/1, 1/2, 1/4, and 1/8 zoom ratios - This either zooms in or zooms out your view of the map you are currently working on.  It's useful to be able to zoom on to see the whole map if your map is big.

Open Database - This button will open the database.  I'll explain all about the database later.

Import New Files - This command will import new files into your project folder so only your current project can use them.  If you use this process to import files, know that only your current project can use them.  To use them in another project, you'll have to repeat the process for that project as well, or just put the files in the RTP folder in the root directory (explained later)

Play Music - Listen to the music you have in both the RTP folder and all the music you've imported.  You're just listening to it for the heck of it.  It's not inserted into the map or anything.  It's like a built-in playcenter.

Event Search - Helps you find out where an event is if you've forgotten where it is.

Test Play - Will run your game in test mode.  You have to set a starting location first, though.  (explained later)

Fullscreen (for test play) - If selected, when you test play your game, it will run full-screen.
Title Screen (for test play) - If selected, the title screen will show when you test play.


Section 2.2 - Overloaded yet?  Don't worry.  It'll all come to you in time.  Let's go on to some of the more important commands.  First, click on the Event Layer button.  Right-click your mouse anywhere on the map in front of you.  Most of the options listed in the right-click box are grayed out, but they should be pretty obvious.  I'll explain the others.

New Event - Makes a new event.  You can also double-click to produce this effect.

Place Teleport Event - This is a fast way to link two maps together.  Right-click where you want someone to be able to leave the current map and enter another.  It can also be used to link two parts of the same map together.

Place Party Starting Position - This is the exact square where the party will start during both Test Play and if someone's actually playing your game.  

Place Vehicle Starting Position - This will allow you to place one of three vehicles.  Skiff, Ship, and Airship.  Skiffs are usually used as small coast-hugging boats, Ships are sea-going craft, and Airships can fly over everything.  You can decide what vehicles can do what, what kind of terrain they can traverse, what they can and can't land on, in the database. 

	This is how you can make your game tick.  Don't forget how to set your party start location.


Section 2.3 - Explaining the Map System and ChipSet features

	You're probably raring to go on this project, so let's work with making a map.  Click on the Ground Drawing Layer button.  See all those graphics on the left?  Those are the graphics you can use to create the ground layer of your map.  You can change these if you want, but right now let's just use these.  Select something that looks like a good ground tile.  I'll select the grass by left-clicking on it.  Once you do that, move your mouse onto the huge sea of blue that is your current map.  Left-click where you want there to be grass.  Now you have grass instead of water on that square!  You can hold down the mouse button and drag the mouse to draw more than one tile of grass if you'd like.  There are also some drawing tools just above the graphics selection on the left.  From left to right, they are...

Undo - Takes back your last action.  You can go back as many as 3 actions.

Select - Use this to "grab" a portion of the map, which you can copy, paste, or just pick up by clicking and holding the mouse button over your selection and releasing it where you want it.

Magnify - Allows you to quickly zoom in or out of your current map by either left or right-clicking.

Draw - Draws whatever tile is currently selected one square at a time.

Box - Draws whatever tile is currently selected by clicking at the origin of the area you wish to cover, and dragging it so you can see what you're covering...like you were drawing a box that was filled with the currently selected tile.

Circle - Like the box tool, but tries to draw in a circle.

Fill - Fills an entire area with whatever tile is selected.

	Use these tiles and tools to make yourself a little map.  Be sure to experiment to see how each tile works and how they look.  When you're done with the ground layer, try clicking on the Upper Drawing Layer button to use the upper drawing graphics.  These are special in the sense that some of them can be walked over, some of them can be walked behind, and others obviously can't be walked on or through.  Experiment a bit.


Section 2.4 - Making a New Map and Editing an old one

	Now that you've finished drawing, it's time to give you the lowdown on how maps work.  You can't put you entire game on a single map.  It's just not practical.  Instead, you need to seperate your game into maps.  For example, you might have a World Map, a seperate map for every town, with a seperate map for each building's inside, and seperate maps for all the dungeons that might exist.
	You see in the bottom left-hand corner?  That's the list of your current maps.  Right now all it shows you is the name of your project folder and MAP0001.  That's the default name for the first map.  To create a new map, right-click on the project folder and select "New Map".  It's gonna ask you what you want to name your map, the dimentions of your map, the tileset to use (just stick with the default for now...this is where you can change the map's usable graphics), the "wrapping" (like a world map wouldn't just end, it would wrap around so that if you walked in the same direction long enough, you'd end up at the place you started at), and the monster groups, in addition to some other things.  Right now all you're concerned with is a name for your map and its size.  Go ahead and name it whatever you want, and make it however big or small you want it to be.  However, the minimum dimentions for any map is 20x15.  Hit OK when you've made your selection.
	Viola!  You have a brand-new map to work with.  If at any time you wish to change the properties of a map, right-click on the map you wish to make the changes to, and select "Map Propertie" from the list.



Section 3 - Working with the Database

	The Database is central command for your project.  This is where all the decisions are made as far as items, enemies, backgrounds, general graphics, system graphics, system strings (you know, like what it says when the game starts, what you would like to change Experience or Armor or Weapons into...you can change all of that), and BGM selections.  There's a lot to cover in the database, but stay with me.  I'll seperate it into categories for each tab in the Database.


Section 3.01 - HERO section
	Here is where you make the controllable characters in the game.  You can have as many as you want.  If you would like less or more heroes, all you need to do is hit the [Array Size] button at the bottom.  You can increase/decrease the maximum number of heroes this way.
	Each Hero has their own Name, Title (like, say...Swordsman), Stats, Skills learnable, EXP requirements, Face graphic, Sprite graphic, and Battle graphic.  You can also set their startin equipment, their chance of critical hit, their unarmed battle animation, their ability to resist certain conditions and ailments, whether or not the character is controlled by AI, whether or not the character can use two weapons, whether or not the character has a "mighty guard" (Automatically take 1/2 damage), and whether or not their equipment can be changed (lock equip).
	To change a character's stats, double-click on the graph that represents the growth of that stat.  You can change the base values for every stat this way, as well as the maximum.  If you feel up to it, you can even determine what the values for each stat will be at every level up to 99.  To change the character's experience curve, click on the [set] button next to the Experience Curve explanation box at the bottom.  To change any of the character graphics, simply hit the [set] button next to the graphic you wish to change.  If you have set up some classes, you can [apply] a class to a character.  That character will then take on all the stats, abilities, and battle grapic of that class.


Section 3.02 - CLASS section
	This section works a lot like the HERO section.  You can change the stats like in the HERO section, as well as the graphics, the EXP curve, and all of that.  The only real difference is the BATTLE COMMANDS.  You can change what commands the class can use in battle.  If you want to add/delete a kind of battle command, hit the [set] button next to the battle commands.

ATTACK - Makes an attack based on the ATK of the hero and uses the animation of the equipped weapon.
SKILL - This command allows someone to use ANY kind of skill that they've learned.
SKILL SUBSET - This command allows someone to us specific kinds of skills determined when making the skill.
DEFEND - Command makes a character take a defensive position, halving all damage.
ITEM - Opens inventory during battle.
ESCAPE - Escape from battle.
LINK TO EVENT - This command, when used, will activate a Common Event.


Section 3.03 - SKILL section
	This section allows you to make and/or delete skills usable by both heros and enemies.  Each skill has a name, a Type (skill, skill subset, etc), MP consumed, a description, the animation, the base effect value, what stat it's affecting, the influence (in %) that either ATK or INT has on the skill, the variation % of the effect, what status ailments it can inflict, the success rating, and what attirbute it might have (fire, ice, sword, spear, etc.).  PLEASE NOTE!  If you give a skill a weapon attribute like sword or spear, in order for that skill to be used, a weapon matching that description must be equipped.  You can also change the target of the spell: one enemy, all enemies, self, one ally, all allies.  If the [reduce resist] checkbox is marked, then whatever attributes the skill has will also decrease the target's resistances against those specific attributes on a successful hit.


Section 3.04 - ITEM section
	This section is where you can create the items used and found in your game.  That includes medecines, weapons, armor, and anything else that your game might have in it.
	You give your item a name, designate its type, its price, the number of times it can be used, a short description, its effect, who can use it, and how it can be used.  The types of items are:

COMMON ITEM: This is like a quest item.  It does nothing, but it's there to represtent something, like a crystal shard, or a sacred statue.

WEAPON: A weapon that increases the ATK power of whoever uses it.  You can set which heroes can wield it, as well as what stats it increases and by how much.  You can also put in negative values.  You can set the number of hands necessary to use it, the animation that the weapon uses, the striking animation, hit probablity, its attack attribute (in other words, what kind of weapon.  If you select Sword, throughout the game it will be considered a Sword.), the increased chance of critically hitting, and any status aiments that the weapon might inflict.  You can also assign a skill to a weapon that, when used as an item, will produce that skill.  There are some other miscellaneous options that can be selected as well, and they are self-explanitory.

SHIELD: An item held in the off-hand that increases DEF power of whoever has it equipped.  You can also have it raise or lower other stats.  You can assign it resistance against a certain attribute (like Fire, or Sword).  The resistance granted is 50%.  You can also assign it resistance to certain conditions, and the % of resistance it offers.  There are some other miscellaneous options that can be selected as well, and they are self-explanitory.

ARMOR: Works the same was as Shield.

HELMET: Works the same was as Shield.

ACCESSORY: This is the 'other' equippable item, and it can be whatever you want.  Gloves and Boots are popular.  Some people use Rings and Amulets, others use jewels or other such things.  The imputting of stat increases, attribute resistances, and other such things work the same was as Shield.

MEDECINE: This is an item that produces a positive effect on a party member, like cure Poison or increase HP.  You can decide where it can and can't be used (like it can't be used in battle, for example).  You can also decide which heroes can use it.

SKILL BOOK: This is an item that, when used on a hero, will teach them a skill you designate.

SEED: This is an item that will permanently increase a stat based on the values you select.

SKILL SCROLL: This is an item that, when used, will produce an effect exactly like a skill you designate.

SWITCH: This is an item that, when used, will turn a certain switch off and on.  This is for items that produce a special effect in the coding, like an item that will allow you to save wherever you are, or an item that will tell you how long you've been playing.


Section 3.05 - MONSTER section
	This section allows you to make monsters.  You can decide what graphic you wish to use, the monster's individual stats, resistances, and experience point/monetary rewards.  You can also give the monster skills and designate if the monster is invisible or is flying.  In addition, you can decide if you want the monster to drop a specific item, and the chance in % that it will drop that item.  You can give the monster the ability to critically hit, and you can give it handicap of having a low accuracy.


Section 3.06 - MONSTER GROUPS section
	You can set up groups of monsters to be fought against in this section.  You will need to have created at least one monster in order to do anything here.  
	To add a monster to a battle group, find the monster's name from the list in the upper right corner and hit the ADD button.  Each time you hit the ADD button, you will add another one of that monster.  To have a party of more than one kind of monster, select a different monster from the list and hit ADD.  You can have no more than eight monsters in a party at any given time.
	It is highly suggested that you MANUALLY place the monsters.  To do this, select the MANUAL option from the Alignment section just to the left of the monster select menu.  Once that is done, you can click and drag the monsters around to whatever formation you want them to be in. 
	You can add or remove the number of maximum monster parties by hitting the [array size] button at the bottom left corner of the screen.
	If you so desire, you can [Test Battle] the currently selected monster group.  Hit the [Test Battle] button near the top right corner of the screen.  Decide who will be in the hero's party and what level/equipment they will be using, then hit TEST BATTLE.  If at any time you wish to quit the battle, hit ALT-F4 or just hit the X in the right hand corner.
	You can also decide the HABITAT for the monster group.  If a check appears next to a specific environment (like plains), that monster can be randomly encountered on any tile designated as 'plains'.  


Section 3.07 - ATTRIBUTES section
	This section is where you designate the number and types of attributes your project will have.  There are 17 default attributes.  You can add/delete attributes by clicking the [array size] button at the bottom left.  
	There are 2 different kinds of attributes: WEAPON and MAGIC.  Weapon attributes are designated to deal weapon-type damage.  At the same time, any skill with a weapon attribute will require that a weapon carrying that attribute be equipped in order to perform the skill.  For example, should the skill "SLASH" exist and have the "sword" attribute set, the character that knows that skill and wants to use that skill will need to have a weapon equipped that has the "sword" attribute.  In this way, you can make different kinds of attributes for different kinds of weapons.
	Magic attributes are magical damage.  Magical damage is dealt with differently than Weapon damage.  Your defense against weapon damage is 100% your DEF stat.  Your defense against Magical damage is 100% your INT stat and 50% your DEF stat.  So you can see, Magical damage is dealt with in a different manner.
	Magical attributes are usually associated with magical skills and/or abilities, like Fire magic.  The magical attribute Fire would deal Fire-based magical damage to the target.
	Now, for the letter resistance system.  Every monster and hero has a resistance to attributes according to a "letter", either A, B, C, D, or E.  You can decide the % of damage a monster/hero would take depending on the letter they have.  For example, let's say you have a Hero whose letter for the Fire attribute is 'A'.  Now, if you look closely, you'll see that the 'A' letter for Fire has the vale 200.  That means that the hero with the letter value 'A' will take 200% damage from Fire.  You can change the values for each attribute.


Section 3.08 - CONDITIONS section
	This section works somewhat like the ATTRIBUTES section, only this deals with status conditions.  Please note, YOU CANNOT DELETE THE 'DEATH' CONDITION!  You can change it's name and its letter resistance %, but THAT'S IT!
	You can designate the name of the condition, how long it lasts, the letter resistances against that condition, the extent of the effect (if it lasts outside of battle, etc.), any additional effects the condition has, and the animation a character would have if they were affected with a certain condition.
	You can make both positive and negative conditions.  You can also make a condition that prevents the use of certain skills based on either their ATK Influence or their INT influence, or both.  You can make a character suffer damage every round, or make it so they can't act for 3 turns.  You can also give them a condition that doubles their agility, or makes it so they can evade all physical attacks made against them.
	You can also designate the color of the text that displays your current condition.


Section 3.09 - ANIMATIONS section
	Here is where you can modify or create your own battle animations.  These are the animations that will be displayed to indicate damage, or healing, or whatever it is you're trying to get across.  There are numerous default animations.  
	Animations are done on a frame-by-frame basis.  Each frame is 0.05 seconds.  You have to designate a graphics pallette by which your animations drawn from.  There is the Strike graphics pallette, the Flames pallette, etc., etc.  You cannot combine two graphics pallettes together in the program.  You can, however, combine two or more palettes together ouside of the program with a graphics editing program.  The maximum number of frames an animation can have is 500.
	A helpful tip: The animation that enemies use when using a regular attack against you is the very first animation listed.  If you want to use a different striking animation, you should either delete it and make your own, or modify it until you are satisfied.  Also, for weapon animations, to time it just right with the swing of the weapon, start the animation on frame 6.  That gives the weapon time to make it from the readied position to the position overlaying the target.
	Examine how the other animations work and, if you feel up to it, try and create your own.

Section 3.10 - ANIMATIONS 2 Section
	Here you get to modify and add battle character animation types.  Both poses and weapons are included in this section.  
	You can have up to 32 different weapon animations for each battle sprite, and 32 different battle poses.  There are 12 that are manditory, but feel free to add more as you see fit, such as additional sprites for status ailments.  
	There are 8 different weapons included with the run-time package.  If you wish to use weapons different than the ones included with the run-time package, you'll either have to find them or make them yourself.  The same goes for poses, but there are 11 of those.

Section 3.11 - BATTLE LAYOUT Section
	This section allows you to set your heroes' position in battle, as well as determine each individual hero's battle commands.  You can also change the combat style here.  Your choices are:

TRADITIONAL: Very much similar to FF6.  Non-transparent window, displays list of monster names, curren HP for each hero, current status for each hero, and a time bar.  Does not offer auto-combat.

ALTERNATIVE: A system that can either be solid or transparent.  Displays current and maximum HP for each hero, current MP for each hero, current hero status, and a time gauge just underneath the MP count.  Does not display monster names.  Offers auto-battle option.  Size can be reduced to take up less space.

GAUGE: An original system where the facesets for each battle-ready character are displayed at the bottom, along with gauges that represtent HP, MP, and time until next turn.  Numerical digits also accompany these gauges.  Monster names are not shown.  Current hero status is not shown.  Auto-battle function is available.  Takes up the least amount of space, and allows for maximum visibility of the battle area.

	You can also determine what action is to be taken should all party members be defeated in battle.  You can either have it display the GAME OVER screen, or you can insert an event that would do something else.


Section 3.11 - TERRAIN Section

	This is where you can create the various areas where battle will occur.  The grid in the center of the battle arena is where the combat will take place. 
	Here you can set the encounter modifier (100 is 100% encounter rate, 20 is 20% encounter rate) for the terrain, any damage that might be sustained from walking on this terrain, any sound effect that might be played while walking on this terrain, which vehicles can pass over it/land on it, and how the sprite reacts when standing in or on this particular terrain.  
	You can also set the chances of a "Back attack", "Initiative", "Surround Attack", and "Pincer Attack".  Whatever values you associate with these, for every battle there is a chance based on the % you entered that the battle will be a Back attack, Initiative, Surround Attack, or Pincer attack.


Section 3.12 - TILESET Section

	Here is where you can add more map chipsets.  Simply expand the array by hitting the [array size] button, then select an empty place.  Hit the [...] button next to the Tileset File textbox, and select the chipset you wish to use.  Once you've done that, you can start setting up the tiles.
	There are 3 buttons near the middle of the screen: Terrain, Passability, and Directional Pass.  I will explain each.

TERRAIN: Here is where you decide which battle terrain coincides with which tiles in the chipset.  First, select your terrain from the Defined Terrain Types list at the right, then click on the tile you wish to have associated with that terrain.  Do this for each tile you want to have that terrain, then pick another terrain, and repeat the process.

PASSABILITY: This is where you can set a tile to either be passable (O), impassable (X), or pass-behind (*).  If an tile is passable, you can walk over it.  If a tile is impassable, it cannot be walked on or through.  If a tile is set to pass-behind, when you walk onto the tile, you will be standing under the tile, not through or on top of it.  Essentially, the tile is above you.

DIRECTIONAL PASS: This only works for tiles that have been set to passable or pass-behind.  It allows you to specifiy exactly how one can walk onto or off of that particular tile.  In most cases, you are able to walk onto a patch of grass from all four directions (n, s, e, w).   However, there may be tiles where you can walk onto them one way, but you really shouldn't be able to walk onto them another way (like ladders and stairs).  Clicking once on an arrow will remove it.  Clicking again on the dot where the arrow was will restore the arrow.  If an arrow is there, it means you can both walk onto and off of this tile from that direction.

	There is also the tab for Upper Layer.  This shows you all the tiles for the Upper layer.  You do much the same thing here as you did with the lower layer, but there's a new button.

COUNTER FLAG: Any tile that has itself set to this is designated as a counter.  A counter, like a store counter or the counter at a bar.  It is impassable, and should some event exist on the other side of the counter (like a store owner), you can activate that event as if you were standing right beside it.


Section 3.13 - STRING Section

	This section is pretty simple and self-explanitory.  Here you get to change the name of your currency, the specific names for your stats, weapon, armor, and accessory slots, what merchants and innkeepers say, what battle messages will appear, and the exact names you wish to give for every stat.  You can also set the message that will be displayed should one of you characters miss in battle.


Section 3.14 - SYSTEM Section

	Here is where you decide the title screen, game over screen, the graphics to be used for the skiff, ship, and airship vehicles, the sound effects and music that is to be played during certain events, the starting party members, the menu graphics, and the teleport transitions.  Play around with these things until you get them just the way you want them.  It might not seem like much, but this is stuff that the player will be seeing and hearing for most of the game.


Section 3.15 - SYSTEM 2 Section

	This is the place where you can decide what commands will exist in the menu screen, which is accessed by hitting the ESC key (or the 0 key on the number pad).  Most of those commands are self-explanitory.  However, for those that are a bit vague....

ROW: Changes a character from the front row in battle to the back row
ORDER: Changes the battle order in combat.
ATB MODE: This command will allow the player to change between an Active battle system and a Wait battle system.

	You can also set the battle system graphics here, and decide if battle animations will be reversed if your heroes are attacked from behind.  A frame is much like a "mask" that sits over the screen the entire time you play the game, beginning to end, menu and all.  Most people don't use it.


Section 3.16 - COMMON EVENTS Section

	This is a more advanced section for programmers.  It allows events to be created that can be called for at any time on any map.  These can be events that are going right from the very first second you began to play the game, to an event that is only called in one instance.  They work almost exactly like regular events, but are called in a different way.


	There you have it, folks.  The database in a nutshell.  If you're unsure of something, experiment.  You'll find it's a great way to learn how things work.


SECTION 4 - Importing New Graphics or Sounds

	There are two ways to import new graphics or sound.  One is to use the Import New Resources button near the top of the screen, and the other is to put the graphics/sound in question straight into the program's RTP folder.

Importing using the Import New Resources Button:
	Click on the Import New Resources button.  Select from the folders on the left the kind of graphic/sound you wish to import.  Then, hit the IMPORT button.  Find the graphic/sound you wish to import, then hit OPEN.  If the file is a graphic file, before it accepts the graphic, it will ask you what color (if any) you wish to make transparent.  For nearly every graphic, you'll want the background to be transparent.  All you need to do is click on the color you wish to have transparent.  The color will then flash.  Once you've done that, hit OK.  The graphic has been imported.

Importing by putting the graphic/sound straight into the RTP folder.
	Find the place where RM2K3 installed itself.  Find the RTP folder.  Open it.  Open the folder that holds the kind of graphics/sound you wish to import.  Drag and drop the graphic/sound(s) into the folder.  You're done.  The only drawback to this method is that when creating a gamedisk you absolutely must include the RTP with the game.  This drastically increases the file size.

	There are some graphics that absolutely must be imported using the Import New Resources button, since their background is not transparent by default, but the majority of graphics and sounds can be imported using the method listed above.


Section 5 - Making a Game Disk

	So, you've finished with your project, huh?  Or just want to release a demo?  That's fine!  All you need to do is create a gamedisk!  A gamedisk will allow someone who doesn't have RM2K3 to play your game.
	The first thing you need to do is hit the Make Gamedisk button near the top of the screen.  Once you've done that, it will ask you where you want to put the gamedisk, and whether or not you want to include the RTP with the gamedisk.  If you're giving this gamedisk to someone who does not have RM2K3, you will need to include the RTP with the gamedisk.  This will include all your graphics and sound files along with the game.  Once you have decided on a place to put your gamedisk, hit the BEGIN button.  It will begin to compress your game files and RTP, and make an install file out of it.  If you check out where you told RM2K3 to put the gamedisk, you'll find it has 5 files.  Setup.exe, Setup.ini, Unlha32.dll, Unlha32.txt, and (the name of your project folder here).lzh.  Be sure to include all these files when giving the gamedisk to someone, otherwise they will not be able to install it.  
	Unfortunately, the gamedisk maker does not make the Setup.exe file in English, so when someone runs it, they get a bunch of jibberish.  However, they can still choose where to install it, and the black highlighted box is the INSTALL option.  Be sure to include documentation that reveals this fact.  One of the checkboxes includes a shortcut to the game on the desktop, and the other puts the game in a folder in your Programs list from the Start menu.

    Source: geocities.com/dustinthedrake