BOULDER PUZZLE!

How to make a boulder puzzle (Difficulty: easy)

  • LEECH
  • 08/26/2010 04:22 AM
  • 11193 views
Im using vx but it should work on xp too.


First of all make an event.
Then make the trigger "player touch" and choose a boulder like graphic.
Make sure its set to Priority: Same as player.
For the commands put:

Set move route: This event (Skip, Wait)
: Move away from player

Example:





Now to make it check where the boulder is.



So the coords for my target are (0110,03)

Make a new parellel process event (In somewhere the player cant walk.)
In the event create 2 new variable and name them boulder x and boulder y.
Set the variables to the coords of the boulder.
Then conditional branch to check if the coords are correct.

Observe:



YAY!


Now make your own puzzles (I suck at actually making the puzzles so i wont add an img.)

Posts

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comment=41331
When making these kinds of puzzle, the idea is to make it so that the player it able to make mistakes that results in them having to restart the puzzle. If you have trouble thinking up your own, look at the ones from games like Pokémon for help.

Also, remeber that you're going to have to make sure there is a way to reset the puzzle so that the player doesn't end up getting stuck without any way past your puzzle!


You just have to leave the map and return to it. If it's a map where it's one way or you have to block your way just create some sort of item that depending on the map warps you to the entrance or a different map altogether. (a good example would be a Hearthstone out of WoW, or you could create an item to reset puzzles)
I've created an item that uses Map ID to define where it warps you, or if it cannot warp you for example.
If you are in a puzzle room it will always warp you to the entrance.
If you are not the message "This item is unresponsive." appears.
Sokoban is the best example of block pushing.
LEECH
who am i and how did i get in here
2599
comment=41411
I've created an item that uses Map ID to define where it warps you, or if it cannot warp you for example.
If you are in a puzzle room it will always warp you to the entrance.
If you are not the message "This item is unresponsive." appears.



I just make it so that the player can always escape.

Plus i give items that transfer u back to town.




Personally, I always code it to move the boulder directionally using conditionals based on what direction the character is facing. I'm not sure if it does this in VX, but I've used the method outlined here in other RPG Makers and I've sometimes made an impossible push, say, downward, only to have the boulder move to the right as I leave to the left.
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