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ARROW PUZZLE HELL (USING TERRAIN ID)

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Would you believe that the only event on this map is the Starting Point? :)



- Mike
arcan
Having a signature is too mainstream. I'm not part of your system!
1866
That ain't a puzzle its a 10 hour cut scene.
Um, cool story bro?

What the hell, Am I missing something to appreciate here? It looks like you just placed a shit ton of arrows randomly.
This would be cool if it were even the slightest bit practical.
...I could see it being practical if you have a cave with ice or something, actually. Or terrain that inflicts status conditions. Or terrain that is slower to walk one way then the other way.
post=103069
Um, cool story bro?

What the hell, Am I missing something to appreciate here? It looks like you just placed a shit ton of arrows randomly.
I guess the thing he's trying to show is the use of Event IDs to make the hero move without adding any events.
Terrain IDs, you mean?

@Nightblade: Those aren't randomly placed. Take a look at the only one you can actually reach from the shown starting position, and start following. You'll get the idea.
tardis
is it too late for ironhide facepalm
308
Befuddle Quest 4, here you come!

Reminds me of the slide floors in Chip's Challenge:
I am guessing...
A single Common Event that....
Set Variables Players X and Y to where the player is.
Then Sets a Variable to the current Terrain ID of the Tile at the players XY coords.
Then a conditional for each type of arrow, each which has its own terrain. which I bet are named something akin to 'right' 'up' 'down' 'left'. And if they find this to be, moves the hero in said direction.

I just fiddeled with the Terrain ID command a few hours ago before reading this, I was trying to make an AI for some NPCs that checked to see if moving in a certain direction was even a good idea. or if they should go a different way because it was blocked. I figured it out, but decided I was better with the system I have in place already, since Terrain ID's dont take into account the second layer, or other events being in the way as well.
Well neither do regular events. If you stepped on a scripted event arrow instead of a Terrain ID one and they are both aimed at a wall (be it event, layer or tile), either one would push you into that wall unless you added "Ignore if can't be moved".

I am always interested in any method of doing the same effect but with less actions which is why I got so excited when this hit me :).
post=103046
You monster

I agree with the statement above.

But man that's going to be a looonnngg puzzle D:
Unless some of those point in directions other than they appear to, that's not a puzzle.

I can't vouch for the stated time, but otherwise Arcan's correct.
I think the coding behind this type of arrow tile logic is great. I wish I thought of it myself when I started my games. It would have save a ton of time and headaches.

In Befuddle Quest 3 Kazesui had some really cool ice sliding code, too. It's worth checking out.
post=103209
Befuddle Quest 4, here you come!

Reminds me of the slide floors in Chip's Challenge:


OMG, I thought I was the only person in the world who played that game!
post=104306
OMG, I thought I was the only person in the world who played that game!

It was actually pretty popular. I remember a couple of years ago, I was job shadowing with a friend and there was really nothing to do so we sat in this office with a crappy windows 95 computer and discovered CHIP'S CHALLENGE. Best 2 hours of unproductivity.
post=104306
OMG, I thought I was the only person in the world who played that game!


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