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REQUESTS: Event puzzles

Started by skaraflame, May 23, 2011, 04:57:36 PM

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skaraflame

I need two puzzles (or to know how to make them).

Firstly, I need one that requires you to activate switches in a certain order, and when you activate the wrong one, it's reset.

I also need one where it's slippy ice.
Like in Pokemon where you slide along ice, hit a rock and slide in a different direction to proceed.

Cheers.


modern algebra

#1
Both are fairly easy. Do the first one with a variable. Start the variable at 0. On each switch check if the variable is at the right spot. If it is, advance it by 1. If it isn't reset it.

So, each event would look like this:

@>Conditional Branch: If Variable [X: Switches Pulled] == 0
    @>Play SE: Correct
    @>Variable [X: Switches Pulled] += 1
  : Else
    @>Play SE: False
    @>Variable [X: Switches Pulled] = 0
  : Branch END

The only thing that would change is what you check the variable against. The first in order should be 0, the second should be 1, the third should be 2, etc... When you get to the final switch, then instead of advancing the variable in the correct branch you would simply deactivate each of these events (by a switch, for example) and then simply play the successful version of this.


The second event is also fairly simple. If you're using RMXP or 2k3 you could use terrain tags and this system is very easy to do. If you're using RMVX, then it's a little different but not much harder. Tell me which maker you're using and I will go over the event.

skaraflame

I'm using RMXP.

And with that event for the different switches, does that apply to all four or do I have to change it?


modern algebra

You have to change only the value the variable is checked against

Quote from: modern algebra on May 23, 2011, 05:17:21 PM
The only thing that would change is what you check the variable against. The first in order should be 0, the second should be 1, the third should be 2, etc... When you get to the final switch, then instead of advancing the variable in the correct branch you would simply deactivate each of these events (by a switch, for example) and then simply play the successful version of this.

skaraflame

I'm still confused, this is my first time doing a puzzle like this.
I need patronizingly easy instructions, I'm not fully experienced in manipulating variables either.


modern algebra

Err, they already were. But since I can't think of an easier way to explain it, here's a demo. I added a few little graphical enhancements to it, such as changing the colour of the switch. For that reason, I used a couple extra pages to the switches. I also wanted to move the door up rather than immediately change it to the open graphic, so I used an extra variable addition to accomplish that. The actual processing of the event is the first page of each switch though - the rest was just to make it more graphically appealing.

skaraflame

Cheers.

Now how do I do the slippy ice thing? do I just "set move route" conditional to the direction the player's facing?


pacdiggity

It would be a bit more complex than that, even if you're not working in VX. The way I'd do it is make a similar event on every ice tile except for corners, and set a move route for each of them. There's probably an easier way in XP.
it's like a metaphor or something i don't know

Acolyte

http://forum.chaos-project.com/index.php?topic=5727.0
This explains the ice puzzle very simply, step by step, with screenshots.

skaraflame