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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[2K3] Switch Puzzle #2000

Yeah, I figured you could tinker with that to start and then modify it to make an even better puzzle instead of just an exact copy of the SMRPG puzzle. Perhaps, the button example will help with your ball puzzle.

author=LockeZ
I was trying to train you until Shoobinator jumped in and just gave you the answer. :( Give a man some logic and he'll make games for a day, teach a man to create logic and he'll make games for life.


I definitely agree with you on this, but I thought giving a whole example would be more clear to explain through a forum. Now hopefully, Xenomic can break this down and build it back up. Also, I really didn't want him to use the super tedious method of defining every event by having each switch just toggle all the switches around it because doing the brute force method with more complicated problems will only make the implementation harder in the long run.

Puzzle Tower

As it's currently 1am where I am, I am too lazy to write a full review, but I wanted to at least say that I had a fairly great time with this game. I liked many of the concepts for each of the puzzles. Particularly, the having-to-mess-up-some-steps-but-not-too-many-before-the-path-is-blocked-off puzzle. I liked the room with the boulders and teleporters, but I'm mixed on that one because it was a lot of simple trial and error, which ate up most of my time on the first run. I got to the last puzzle on my 2nd run. Although I like the stop-and-go concept, the execution here is greatly flawed because since the direction you move changes at random in less than a second even if you move veeery slowly, you are still very likely to step on a teleporter. The delay between flashes needed to be set to a fair minimum.

[2K3] Switch Puzzle #2000

Sorry, I've been updating that post. Hopefully, it makes more sense now. In hindsight, I could have added more comments knowing I'd be posting it here...

EDIT!!!

Also, looking at the grid of #s that I made above, notice how all of the numbers in the leftmost column when modded by 4 equals 1. This means that we don't do the leftside check for these buttons. Similarly, all of the rightmost column values when modded with 4 equals 0. I have enough if branch to prevent doing the rightside check for these buttons.

I also just realized if you are adding this to a game where you are using other switches (I bet you are, but this test of mine was a fresh project), then you should be careful because the above code will sometimes toggles switches outside the bounds of these 16 button switches whenever you press buttons 2, 3, 14, and 15!!!

An easy way to avoid complications is to just leave 4 empty/unused switch slots before your first switch and after your last switch for switches used for this button puzzle!

[2K3] Switch Puzzle #2000

This is kind of uncanny because I also remade the Mario button puzzle, not for my major game, but as a sort of side test.

Anyways, I recommend using a common event for the button puzzle. Even for something like this, common events are still your friends! They are like functions, or methods, if you are familiar with other programming languages.

This is the exact event I used. Use it however you please:


This right here might look more complicated at first, but besides this event all you need for each button event is the following:
  • Whenever you step on a button, set the variable SwitchNum to a value X (I will explain what X is shortly).
  • Then, call that common event.
  • Each event will need a 2nd page with its own switch that will keep it "pressed down" whenever you stand on it.

You also need to set the variable ModulusNum to 4 at some point when you enter the room and begin the puzzle. In fact, if you are only trying to copy this puzzle to a tee, make what is shown as variable #3 here, the value of 4. In the test game of mine, I actually had different sizes of grids for different difficulties so I just made this value a variable instead. Although I think a 5x5 grid is actually impossible to complete with this kind of puzzle! :P

X is a value that corresponds to location in an imaginary grid, or array as shown, which represents the button grid:
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16

However, where it says in that common event code to 'check left' or 'check right' it means when X is one higher so one spot right of 4 would be spot 5. Also, if you don't know what mod (short for modulus) is, it's a mathematical operation between two positive integers denoted by % which yields the remainder of whatever the yield would have been if the operation were division.

An example: 5 % 2 = 1
5 / 2 = 2 remainder 1 so the 5 % 2 = 1

Another: 9 % 3 = 0
9 / 3 = 3 remainder 0 so 9 % 3 = 0

The modulus is needed to help determine which buttons are being toggled in the grid.

I hope you found this helpful!

A shop that sells only one of each item (RM2k3)

Both good suggestions, but I got the shop menu to work how I intended. This "shop" (not really a shop, more of another menu) is going to be called by an item that you get early in the game and will be available in your inventory.

I intended for this item to be used at any time that you can access the main menu, so the town shops idea wouldn't quite work for my idea. You will be able to reallocate points like Badge Points in Paper Mario, so that battles will be as much about preparation as execution and there won't be the inconvenience of going all the way back to town in the case that you needed "that one spell" that you realized would be particularly useful in a certain area.

Maybe I'll get around to posting a video of exactly how this system will work.

Legend of Alkior: The Impending Storm

I'm actually going to hold off on a first download. However, if anybody would like to come onboard as a playtester, I will upload what I have so far for playtesters only.

Using Enemy Attack Patterns

I am working in RM2k3 where the number of "turns" elapsed is the total number of turns elapsed for BOTH enemies and each party member. This could make some boss patterns that I want to make real tricky because you could interfere with their pattern if an enemy's attack condition is something like "Turns Elapsed 2x".

Is there some kind of work-around for this?

Searching for skilled user to help me with my game.

Practice, practice, practice. Great ideas are needed to make a game but so are determination and hard work. If you're ever in the need for additional motivation/inspiration, watch Indie Game the Movie.

If you can do at least three of the things you listed on your own and release some kind of demo, you'll be more likely to find someone to help with, say, mapping for example.

Good luck!