MAP DESIGN FUN #10 - BEFUDDLE QUEST 3 (SUMMER EDITION)
Posts
I'll sign up! I'll try my best, but this is an absolute "first" for me when it comes to RPGMaker, so I don't know how it'll turn out. But hey, looks like I've got plenty of time to thrash it all out...
I'm not actually sure what the difference is between teleport and recall to memorized position. actually, I can't even find the latter...
Recall to Memorized Position is just below Teleport on the second event commands page.
It works similarily to Teleport, except that you feed it direct locations by using variables.
The reason for using Recall over Teleport is that the Map ID of your map will be different in your project that in the final linked project, thus Teleport events get fucked up. By using Recall, you can explicitly state the Map ID and location (x,y), and you can determine your Map ID at run-time by using Variable Operations, Set Variable to Sprite <Hero> <Map ID> in an autostart event (or, Memorize Position, which also gets the Map ID). Then, any time you need to insert a teleport, you can simply use that variable, and your desired (X, Y) coordinates in Recall to memorized location.
But most puzzle maps I've encountered don't need to use teleport events anyway. Unless your puzzle calls for the player to be whisked to another area of your map, I wouldn't worry about it.
It works similarily to Teleport, except that you feed it direct locations by using variables.
The reason for using Recall over Teleport is that the Map ID of your map will be different in your project that in the final linked project, thus Teleport events get fucked up. By using Recall, you can explicitly state the Map ID and location (x,y), and you can determine your Map ID at run-time by using Variable Operations, Set Variable to Sprite <Hero> <Map ID> in an autostart event (or, Memorize Position, which also gets the Map ID). Then, any time you need to insert a teleport, you can simply use that variable, and your desired (X, Y) coordinates in Recall to memorized location.
But most puzzle maps I've encountered don't need to use teleport events anyway. Unless your puzzle calls for the player to be whisked to another area of your map, I wouldn't worry about it.
I'll probably make a map or two for this ^^
EDIT: Finished my first submission. It's a simple collect the coins in the time limit puzzle.
Variables used:
001: Coins Collected
002: Map ID
003: Recall X
004: Recall Y
Switches Used
001: Room Start
Additional Graphics
Coins as provided in the .rar I'm posting.
Special Requirements
I made a duplicate of the default Dungeon tileset with the rail tracks set to Above Hero. It's in the Database as Map 6 and is there so the hero can pass over and under the rail tracks depending as to whether they're above or below them.
Download Link
http://www.cyncritics.co.uk/extra/BefuddleQuest3Submission1.rar
Screenshot

EDIT: Finished my first submission. It's a simple collect the coins in the time limit puzzle.
Variables used:
001: Coins Collected
002: Map ID
003: Recall X
004: Recall Y
Switches Used
001: Room Start
Additional Graphics
Coins as provided in the .rar I'm posting.
Special Requirements
I made a duplicate of the default Dungeon tileset with the rail tracks set to Above Hero. It's in the Database as Map 6 and is there so the hero can pass over and under the rail tracks depending as to whether they're above or below them.
Download Link
http://www.cyncritics.co.uk/extra/BefuddleQuest3Submission1.rar
Screenshot

Since everybody seems to like those arrow puzzles I figured I'd make a little map with some of those as well. Hope you'll all enjoy it, mwahaha
B-But arrows are fun!
Kidding.
The only reason I added an arrow puzzle in the last one was because deadline was coming and I couldn't think of another puzzle.
Kidding.
The only reason I added an arrow puzzle in the last one was because deadline was coming and I couldn't think of another puzzle.
Made a second map for this. Just a simple spike puzzle. More about timing than having to think.
Variables used:
001: Map ID
002: Recall X
003: Recall Y
004: Spikes
Switches Used
001: Switch 1
002: Switch 2
003: Switch 3
Additional Graphics
Spikes as provided in the .rar
Special Requirements
None
Download Link
http://www.cyncritics.co.uk/extra/BefuddleQuest3Submission2.rar
Screenshot
Might hafta be really mean and combine a longer one of these with another timed coin collection piece for a third and final room
Variables used:
001: Map ID
002: Recall X
003: Recall Y
004: Spikes
Switches Used
001: Switch 1
002: Switch 2
003: Switch 3
Additional Graphics
Spikes as provided in the .rar
Special Requirements
None
Download Link
http://www.cyncritics.co.uk/extra/BefuddleQuest3Submission2.rar
Screenshot

Might hafta be really mean and combine a longer one of these with another timed coin collection piece for a third and final room
Spikes are the evil twin of arrows?
how very funny that the map I submitted has both combined (kind of)
how very funny that the map I submitted has both combined (kind of)
post=88365
B-But arrows are fun!
Kidding.
The only reason I added an arrow puzzle in the last one was because deadline was coming and I couldn't think of another puzzle.
The deadline is in a month
I meant in BQ2, arcan.
About halfway through my second, though it'll probably really annoy those with little patience. Still debating whether I'll make a third map.
Is it just me or is Befuddlement Tower growing taller and taller each game? Must be a lot of renovating going on. Poor Zack is probably gonna knock that old tower down after this game. His legs must kill after having to walk up all those stairs. ^.^
About halfway through my second, though it'll probably really annoy those with little patience. Still debating whether I'll make a third map.
Is it just me or is Befuddlement Tower growing taller and taller each game? Must be a lot of renovating going on. Poor Zack is probably gonna knock that old tower down after this game. His legs must kill after having to walk up all those stairs. ^.^
Oh that I thought you meant the last map for this game.
I'm pretty sure that the last map for this game is already reserved for me arcan. ;)
It's gonna take alot of work to put together though.
Let's see, su doku puzzle in last one took somewhere around five hours of copy and paste to make, multiply that by three for the complex check if puzzle is correct stuffs, multiply that by two for larger board, an extra hour for coming up with the content, five minutes spent coming up with what I'm typing right now...
_____________________________________________________________________________________________________________________________
Also, I added that just in case walkthroughs page to the game in the hopes that y'all would add your walkthroughs that you gave to kentona with your submission to it. It's not only for my puzzles you know.
It's gonna take alot of work to put together though.
Let's see, su doku puzzle in last one took somewhere around five hours of copy and paste to make, multiply that by three for the complex check if puzzle is correct stuffs, multiply that by two for larger board, an extra hour for coming up with the content, five minutes spent coming up with what I'm typing right now...
_____________________________________________________________________________________________________________________________
Also, I added that just in case walkthroughs page to the game in the hopes that y'all would add your walkthroughs that you gave to kentona with your submission to it. It's not only for my puzzles you know.




















