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SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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Puzzles, Secrets, and my beef with Zelda

I'm planning on having the player use magic to solve certain puzzles in my game. I know the lock-and-key concept as something to be avoided has been mentioned. But what other advice would you guys have to offer for me that hasn't already been mentioned?

By the way, I've never played Golden Sun.

Volcano_map1.png

It looks like you are staying consistent with the wall and floor heights, which is good. Some things to make it better include:

  • I see that you have jumping spots available to the player to traverse a couple of small island areas. However, don't feel obligated that the player must be able to access every area that is shown on screen. You can add inaccessible islands as extra eye candy.
  • You would have to adjust the wall heights to compensate, but perhaps vary the heights of the floor areas to create more depth throughout the middle of the map. However, what you have works for this area, since it's mostly a skinny path throughout, but for additional volcano areas, that's something to keep in mind.

I also like the lava events which add some variety to otherwise uniform areas.

[2K3] Terrain & Tile Substitution

Oh! Well, I actually never looked into this because I decided I was going to have touch encounters for my game and only do random encounters on the world map, but I will give this some more thought in a couple of weeks! I will be done with my semester then.

RPG Maker 2003 Resource Failure

All the resources for each version of RPG maker have specific resolutions for each kind of resource/image file. The Master Helpful Things Topic has templates for all of the resource types and you can compare there.

Puzzles, Secrets, and my beef with Zelda

author=slashphoenix
However, I think you're on to something: I like the idea of a puzzle with answers besides the clearly-presented options. A simplistic example would be in Spec Ops, where you have the option of killing two hostages or not killing them, which provokes their captors to kill them. However, the game doesn't tell you that you can actually shoot the hostage's ropes and free them. Spec Ops doesn't do that all too often, but I would love to see more games offer the player chances to think critically like that.

Again, I imagine doing this well would be really damn hard.


I think this kind of critical thinking is really cool, but I agree. It really is very hard to make a lot of these kinds of puzzles, especially since something like this doesn't rely on a core mechanic like tool-based puzzles do. It's easier to build puzzles from core mechanics than coming up with something brand new every time.

Puzzles, Secrets, and my beef with Zelda

author=LockeZ
My RMXP project has Zelda-like tools and I'm having a lot of trouble coming up with good puzzles, so this is a good topic.

Speaking from experience, I think you actually need to give the player a lot of different tools and powers to be able to make interesting puzzles in an RPG environment. You can only combine three tools so many ways. Especially since, because the puzzle has to be positioned in the dungeon in a way that makes sense, there's often not a lot of room to work with, so it can be very difficult to work more than a couple elements into a single puzzle. Some puzzles can span a large area, but a lot of them can't, due to other things that influence the dungeon's layout (like the placement of enemies). I had a previously puzzle-less room in one of my dungeons that needed a puzzle, but I had only about a third of the screen to work with, and only two tools. The end result is, uh, lackluster.

Maybe it's okay to have crappy puzzles like that though to prepare the player for harder ones, the same way that normal battles prepare the player for a boss? You don't want them to ever be totally devoid of any new configurations of elements, but the idea of trash puzzles and boss puzzles is sort of an interesting idea. Ocarina of Time and Twilight Princess both sort of did that in a lot of their dungeons, with one bigass over-the-top puzzle that you spent a bunch of time on and could often see long before you could solve it, but I've never seen a game where it was actually a clear strict distinction the way boss battles are.


This may have more to do with teaching how to use a tool more so than puzzle design (although this is a puzzle albeit a real simple one). ANYWAYS, I distinctly remember the room in the Deku Tree in Ocarina of Time where you get the slingshot, and you must immediately use it to solve the puzzle in the room whereby you must lower a ladder to reach the door that you just came from. I've played a lot of games that do something similar to this. Another one is Metroid Prime: you get the Heat Vision visor or whatever, and immediately the lights in the room go off and you must use it to fight some more space pirates. Actually, Metroid has tons of these types of situations where you must immediately use your newly acquired gadget/tool.

Puzzles, Secrets, and my beef with Zelda

I think it would be good practice to not force sequential problem-solving in a game with lots of puzzles, especially one where exploration is supposed to be one of its facets. In other words, make puzzles in such a way that the player can choose to quit the current puzzle he is working on to do other ones in the meantime. Then, he can return to the first puzzle at a later time hopefully with a new perspective or perhaps new insight to finally solve it.

[RM2k3] Borders for randomly-moving touch encounter monster events

author=Kazesui
author=Shoobinator
author=Zachary_Braun
Is it also possible to create an event-only barrier using the "Allow Event Overlap" checkbox?
But wouldn't the monster event be able to move over it as well?
Rather than "allow event overlap" he probably meant "forbid event overlap", which should prevent monster events from moving over it, and would probably be the simplest solution.


ooooohhhhh...... I don't know why I didn't think of just checking that box... :/

[RM2k3] Borders for randomly-moving touch encounter monster events

author=Zachary_Braun
Is it also possible to create an event-only barrier using the "Allow Event Overlap" checkbox?


But wouldn't the monster event be able to move over it as well?

[RM2k3] Borders for randomly-moving touch encounter monster events

author=bulmabriefs144
Easiest way: Make a SameLevel event, and allow a Pass Through move event. You'll be able to walk through it. The enemy will hit a wall. This can be for Follow Hero as well making an enemy basically wait at the stairs.

People keep telling me I use too many parallel processes, but the point is I know when I can get away with it.


Thanks a lot! I will have to try this out as soon as I get the chance. The way I have the monster event set up is that it will only follow you if you get too close, so it won't cheaply wait at the bottoms of the stairs for you, or something like that.

I have one another separate problem though, which involves the monster event's 2nd page movement speed not activating (page 2 is faster than page 1, as it chases you) if I put some kind of move event command right before turning on the switch in the parallel process event that would activate Page 2 of the monster event. I have this extra move command because I want the monster to "react" to the hero coming near by jumping (done via the move event in the parallel process event). This bug makes absolutely no sense and may have to do with a limitation/bug of RM2k3 itself.

In case this explanation doesn't make sense, I will post screens at some point later.