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Magical Sky Maze

Started by GilgameshRO, March 13, 2006, 08:11:38 AM

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GilgameshRO

I got bored of the typical RPG style games... And found I really enjoyed the recent puzzle games people posted. Unfortunetly, there weren't enough levels to keep me occupied very long. At that, I decided to make my own puzzle game. I call it, Magical Sky Maze.

Demo: http://files.filefront.com/Magical_Sky_Maze_demo_14exe/;4903050;;/fileinfo.html
90% complete

I appologize for the large file size since it includes mp3s. I feel it adds more to the feel of the game.

Most importantly, save often!

Please note that, if you feel it to be too easy, this first part was simply meant as a tutorial for the full game.

Screenshots:






The demo, which will essentially be the game's tutorial, will contain 30 (currently contains 27) rounds and 15-20 (currently 12) bonus rounds.

Expect it to be complete soon! (Maybe!)

(It would be nice, but not really neccisary if someone were willing to make a title screen for me.)

Edit: Also, should I replace arshes as the hero? Hes kind of lame, but it doesn't really matter what your avatar looks like.

thatsmypie

I'll make a title screen!
(Dont expect it to be anything special, I just have a cool idea for one)

EDIT: Dang! My twisted Brush evaluation ran out! Soz, cant help ya, game looks neat though  :wink:

monster-doog

Have you ever played Enter the Cave? That's a pretty good puzzle game hope yours is too.
RPG Heights : A brand new high... http://www.forumsvibe.com/monsterdoog/

Zeriab

This looks nice. I'll tell you what I think when you release the demo.
Like wrote in the pm I would not suggest going directly to the save screen. You should also have some way to quit the game properly.

GilgameshRO

Demo up! (sort of) Comments and Critiques welcome and appreciated!

Zeriab

Bugs, if you restart while having healtbar displayed. (Something you must fix)
The title of stage 4-5 is Stage 4-2
You should prevent the healthbar window from hiding when going to a new stage.

The idea of shifting the ground color so you can easily spot and count the squares is a good one.

I think the levels have a good pace. The levels haven't gotten hard yet though.

It's a good idea to use terrain tags checking when the stones are on the carpet.
There's no need for custom handlers in the exit-event's branches. Just uncheck the box.
I would have done something different though. I would have created a function that sums up a range of variables. Here's one crudely done:
#returns the sum of variables a..b
#a,b must be integers
#a<b

def sumVariables(a,b)
 j = 0
 for i in a..b
   j = j + $game_variables[i]
 end
 return j
end


Then instead of the millions of branches I would just have 1. On page 4, script: sumVariables(1,n) / terrain_tag  == n
In that I would have what you have now.

By n I mean the number stones.
By terrain_tag I mean the number you assigned as the terrain_tag in the database.

For example your stage 2-2 has 6 stones. You have set the terrain_tag to 5, so you would put this in the script string: sumVariables(1,6) / 5  == 6

GilgameshRO

Hehe, as for the second one, I'll fix that right away.
When looking for challenge level It should be noted that this was originally intended simply as the tutorial for the actual game. Also, you are a bit better at puzzles then most people.  :wink:

As for the other problems, sadly, I am at a loss. I don't know much of anything about scripting. What I have managed to do was pretty much through dumb luck and intuition.

Zeriab

In the scripts under blar look at about line 85: This is an excerpt from the area around line 85:

...
        if $game_temp.transition_processing
           break
        end
      end
=begin
      if @bar_window.active
        if Input.repeat?(Input::L)
          if @bar_window.current_id(0)
            @bar_window.id(3,0)
          else
            @bar_window.id(1,2)
          end
        elsif Input.repeat?(Input::R)
          if @bar_window.current_id(3)
            @bar_window.id(0,0)
          else
            @bar_window.id(1,1)
          end
        end
       end
=end
     if Input.press?(Input::A) and @wait_count >= 15
        if @bar_window.active
          @bar_window.active = false
          @bar_window.visible = false
          @wait_count = 0
...


The part from =begin to =end. You don't need that. I think you can use it to change which actor you get the stats from.
The reason why it seemed like your restart operation was faulty was due this overlapping your operation, so both were invoked at the same time (nearly).
The error also happens if you press W.



About the script I posted before. You can just insert it without a class anywhere below Game_Variables.

The event from Stage 2-2 would afterwards look like:

wildrj

just set the clock on your computer back or get a -coughs keygen or crack-coughs-
Yay i got a zoo sort of
 

Viper

Quote from: wildrjjust set the clock on your computer back or get a -coughs keygen or crack-coughs-

Stop promoting cracking the program, you can get banned and have your ISP reported for those suggestions.

GilgameshRO

Wow. Thanks again for all your help Zeriab.

Perhaps it would not be such a waste of time to look into learning a bit about ruby after all.  :|

I'm going to apply this stuff and then update the demo. I'll probably get back to work on the game now that some of these frusterations have been put to rest.

[Edit]: Updated. Also added one more round. Will work on it more later.

[Edit2]: I wondered what you meant when you said that the HP bar closes... But upon playing through again I noticed that it closes not as you advance, but every time you open the menu. There is probably a way to make it so it remains open, or recalls wether it was open or not and reopens when you go back to the game, however I have no idea how one would go about arranging that...  :?

Zeriab

Np :wink:

My intention was to say that it disappears when you go to the menu, not that it disappears when clearing the stage. My bad.

I'll tell you a way to fix this. The HP-bar would not fade in with the rest of the map, but instead it will just pop up when the fade finishes.

Go to the same area in blar as I told you before.

Put this just before the line containing: if Input.press?(Input::A) and @wait_count >= 15
     if $game_switches[100]!=@bar_window.active
       @bar_window.active = $game_switches[100]
       @bar_window.visible = $game_switches[100]
     end


Then as an action if 'if @bar_window.active' is triggered enter the following line:
          $game_switches[100] = false
and insert the same line with true instead of false under the else-statement.

It should now look something like this:
...
=end
     if $game_switches[100]!=@bar_window.active
       @bar_window.active = $game_switches[100]
       @bar_window.visible = $game_switches[100]
     end
     if Input.press?(Input::A) and @wait_count >= 15
        if @bar_window.active
          @bar_window.active = false
          @bar_window.visible = false
          $game_switches[100] = false
          @wait_count = 0
        else
          @bar_window.active = true
          @bar_window.visible = true
          $game_switches[100] = true
          @wait_count = 0
        end
     end
...

Aus Ace Leader

Hey, creator of this game,Wanna join the maze 2 project?
Sir Acer is back. This time, he has nothing. Its a fresh start.
____

Deksumi

Nice gane you made there how long did it take you to see if the puzzles were allright :D Anwyays good luck
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