Here is the requested puzzle tutorial (I hope this is what they wanted... lol)
The bases of the timed switches puzzle is that you have to activate all the switches in a time limit for something to happen. For example, in my tutorial here I will be having three switches that will open a door out of the room. So, start by making you desired map.
This puzzle will work on ANY tileset.For this puzzle you will be using two events and one variable.
Now you have your map, you need to create the switches! Make the switches action button (Or Hero Touch if its a floor switch). You need the switch to move so the first part should just be moving the switch, use waits of three to five frames in between. I used a sound effect at this point to show that it had been done. You then want to activate your first switch, which I called "Start_Timer". This will set off the timer in which you must activate the other switches in. I also added a Variable called "Door_Switch" which I "+1" to. When all three switches are pressed the variable will be 3 so it will activate another event that opens the door. If you don't understand variables check out some of the great variable tutorials in the Tutorial Database!
After doing this my event looked like so:
Now you need to copy this and paste it in other places for how many switches you are going to have.
Next we will do the timer event. Make this event have a precondition of the switch "Timer_Start" and the first part of this event should be the time (In frames) to wait untill times up. Now, I found 300 frames good for the size and spread of my three switches. It's down to trail and error on the time you need. I first tried 150 frames shown in the picture below but I found that to be not nearly enought so I doubled it. Next you want to create a Condition Branch. The condition being if the switch "Door_Switch" (Not the variable) was on. If it is, Erase the event as this means the door is already open.
If the condition is not met, then first
use the move event command to change the graphic of all the switches back to their original position and I choose to play another sound here so the player knows it has happened. Ok, so I found a problem here; you could keep pressing the same switch to get the variable to 3 so, at the end of each switch event, select Local Switch A (Different letter for each event, if you run out uses switches) to be on. Then create another page on the switches and have the precondition as Local switch A (or w/e) on and just set the image to the final one in the chain you move it to. Then, on the timer event if the condition is not met, instead of changing the graphic just turn off the local switches. This should fix the glitch!
Ok, so after that I then play a sound lol. Then I make the Variable go back to 0 and turn the "Timer_Start" switch off. This is what it looked like after (Still with the above glitch ; ; ):
Setting the variable back to 0 will mean that all the switches will need to be activated again.
We now want to create the event that will open the door. So, set the precondition as the variable "Door_Switch" is equal to
3 (Or the number of switches you have) on and have the page activate the "Door_Switch" switch. This will stop the timer and open the door. I also played a sound here, lol. I put a message here to say the door has been opened incase you cannot see the door at the time you hit the last switch. This is what it looked like at the end of this part:
Now, make a event where you want the door (or w/e it is you want to happen). Have the precondition as switch "Door_Switch" on and the picture from the tileset as the door. The only event line here should be a teleport one for the door. You will also need to include other parts of the tileset in other events for the door with the same precondition. At the end of it all it looked something like this:
So that's pretty much it for this puzzle. I tested it out and it works fine! Any further problems just reply with them to this post!