MAP DESIGN FUN #8: BEFUDDLE QUEST! (DOWNLOAD NOW)

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LouisCyphre
can't make a bad game if you don't finish any games
4523
Each contestant makes a separate entry though. :-\
God damnit I hate Rm2k3 why did I agree to this this should only take three lines of code why is it an entire screen of rm2k dribble
Question. Can we edit the RTP a little bit? Like, colour and uh, overhangy things and stuff? Just a bit? ^.^;

Pwease =3
yeah, sure. Just be sure to include the chip
My submission is sent... I think.

I'm not used to this forum system.
Sent mine but whether it (message) worked or not is the question. ^.^
Sorry I won't be able to sed mine...my week was really tied up. :-\

(I got a new car and house out of it)
Gonna pretend I didn't just submit mine and go to sleep. Should've been done hours ago but argh pointer errors and misread variable names and argh
So I got 3 entries (+ my own lame maze) for a total of 4.

Since it will take some time to put this shizznit together, I will still welcome late entries.
Wow, GRS. Your maze is impossible.

EDIT:
Okay, I solved it. But only by looking in the variable database by pressing F9.

To me, I saw no pattern in the generation of the "identifiers" in each room.
There isn't one, the way I solved it was
by writing down the objects in the room and assigning it a number and going into another room and see if the objects in it match any previous rooms (so you got a link from your starting room to the next) or a new room which means adding a new room and objects to your list. Since each room is (ideally) unique a proper list will make it easy to tell when you've been in previous rooms unless you miss some details.

Maybe just decrease the number of rooms to the goal to 3, it shouldn't be too hard to stumble upon the goal with that many rooms.

This is probably a case of 'developer diffculty', I knew what to do because I'm the asshole who made it and I really didn't consider players enough (the the original spec there were RoomsToGoal + 3, leaving the starting room would take you to the goal or one of the false rooms! Thank god I didn't want to implement it realized how terrible that was)

*edit*
Reuploaded it with a few hints to make it easier to figure out where you're going. There's no flag for the hint book but you can turn off the other hints in the upper-left event with the 4th and 5th variable assignment. Set to 0 to turn off the respective hint or not-zero to turn the mon.
Does someone with artistic talent want to make a title screen?

EDIT:

Meh.



Incidentally, the game page is up:

http://www.rpgmaker.net/games/1101/
Are you still accepting entries?
If so, I could probably come up with a puzzle or some themed room. It might take a bit, since I'm somewhat of a perfectionist and all, but I'm pretty sure I could come up with a decent puzzle.

*EDIT* Oh, and can we also use items with the puzzle? (Finding a rope somewhere and then using it to climb down a cliff or something like that)
Go for it! Make it quick, though. Like 1 to 2 days, max.
Submitting mine now. Here is the walkthrough:

For kentona

http://pub.gamingw.net/26631/Blitzens%20Befuddle%20Quest.zip
(Please read the readme, kentona. Also, I forgot to mention, please don't forget to carry over the extra charset I used.)

Ghostship
Proceed to the ship. The concept of the puzzle is to prep each of the cannons to fire, to destroy the rock that blocks the way out. To do this, you must go below deck and fetch one of each for each cannon: powder, wadding, cannonball and a crewman's skeleton. (Thanks to some tricky scripting, you can pick stuff up and drop it again.) Go up to an item and press SPACE to pick it up. To drop it, press SHIFT. To put it in the cannon, approach a cannon and press SPACE. It will prompt you as to whether or not it can take the item. Once you think you have filled all four cannons, try spinning the wheel.

Sweet. Our Befuddling Tower has 6 floors.

Anyone else want to submit something? I think we should shoot for 9 floors.

EDIT:

Well, I've linked the 6 maps, added an intro and a conclusion and did up the credits. I've tested each map individually, so now on to testing the entire game.
I'm way late but I hope to have mine done before 12am (GMT). Sorry. :(

edit: Make that 1am. >.>

edit: 2. Tried sending. Must sleep...so here it is. Kinda rushed but I tried.



Walkthrough
Just a simple fetch puzzle.

Talk to the ghost.
Get key from piano.
Give to ghost.
Recieve Hammer.
Use hammer on table on the B.
Obtain 2x4.
Use 'em on the holes to the right on the M.

Note: This level is designed to take you to the next floor (up).



Start co-ordinates: Would be better if it was direct from the previous level obviously but as of now it's (002, 006)
End: (32.011) - Fade quickly enough to avoid seeing the head under the tileset otherwise um...

Puzzle difficulty: Probably 1/5

Link: Here
I almost gave up on new entries. You're lucky! I'll squeeze it in post haste.

Anyone else have a late entry??

EDIT:

Wow I made a mistake. I failed to make clear that you are at the top of the tower trying to make your way down. Zack was locked away in the tower, and the Baron and Broomhilda are outside. Oops.

Don't worry about your map ZPE, I'll tweak it.
Thanks kentona. Looking forward to playing the game.
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