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Author Topic: Puzzle Problems  (Read 3856 times)

Offline SuperPhillip

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Puzzle Problems
« on: February 07, 2008, 11:41:05 PM »
I'm wanting to make puzzles like the following, but I have no knowledge on how to do so.

1. Button Mash. 12 switches on the floor. All must be pressed down to proceed. The catch is that each switch stays down for 4 seconds.

2. Timed Hit. A switch must be hit at the Exact Moment the "green light" is on.
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Offline Moosetroop11

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« Reply #1 on: February 08, 2008, 12:16:42 AM »
Right, for these you'll need to know about:

Switch operations
Variable operations
Parallel processes

Tell me what you already know and then I'll fill in how to do those two in more detail.
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Offline SuperPhillip

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« Reply #2 on: February 08, 2008, 03:00:31 AM »
I know all about switches as well as variables.
Have done a little work on parallel processes.
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Offline Moosetroop11

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« Reply #3 on: February 08, 2008, 11:54:49 AM »
Right.

1: make 12 events that look like tiles or whatever on the floor. Each has two pages, the second requiring a switch and looking different to the first page so the player knows they've stepped on it.

Annoyingly, you'll need a different switch for each tile, so 12 switches. From now on I'll be talking about event A which needs switch A.

The first page is Under hero, touched by hero. Make it turn switch A on to take it to the next page but also ad +1 to 'variable operation: SWITCHES' or whatever.

The second page is a parallel process. In the box you've gotta put a conditional branch first (third page of the event menu) and the condition is 'Variable: SWITCHES = 12'. In the 'if condition not met' area, The actions are 'WAIT 4.0 seconds' and under it 'Turn switch A OFF' and 'Variable: SWITCHES -1'. Don't put anything in the other section. This will make sure that the tiles all stay active once all of them have been walked on within the time limit and the challenge is over.

Elsewhere, out of reach, you need an invisible parallel process event below hero which has the condition 'Variable: SWITCHES' = 12'. Make that make a sound effect or something and then turn on a final switch, the switch to open the door.

Erm, I'm not sure if that covers everything, off the top of my head. It should work... >.>

2: This is easier... providing that rm2k3 is running fast and stuff. just make a parallel process out fo reach with no condition and make the event

'wait 2.0 seconds'
'Turn switch X on'
'wait 0.4 seconds'
'turn switch X off'
'wait 1.0 seconds'
'Turn switch X on'
'wait 0.4 seconds'
'turn switch X off'
'wait 3.0 seconds'
'Turn switch X on'
'wait 0.4 seconds'
'turn switch X off'

Then make a button event with two pages. The first has a red or unlit button. The second page has the condition 'Switch X is ON' and is green or lit.

Both pages should be same layer as hero. The second page should be triggered by 'action key' and should open the door or whatever.

What happens here is that the button can only be pressed in short intervals. The parallel process makes the button activate in a pattern, so if the player needs to they can sit and watch the pattern and time when to hit spacebar.

You could also put something bad in the first page like clicking the button while the button is unlit or red makes you fight a monster which gives no EXP. That'd stop button bashers or whatever.

Alter the 'wait' times if you think it goes too slowly or too quickly or whatever.
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Offline SuperPhillip

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« Reply #4 on: February 10, 2008, 11:51:07 PM »
Thanks much for your help. Can you assist me with this puzzle?

http://s60.photobucket.com/albums/h8/SuperPhillip/?action=view&current=GrottoPuzzle.jpg

I have six buttons, and they need to be pressed in a certain order. I might include that they only stay up for ten seconds each. Also, I want the buttons to stay down until all the buttons have been pressed-- and if the solution is wrong-- the buttons pop back up. If the solution is correct, they stay down and the puzzle is solved.
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Offline Moosetroop11

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« Reply #5 on: February 11, 2008, 12:35:17 AM »
Okay, I'll tell you how to do that one tomorrow maybe, I need some sleep.

In the meantime, have a go at working it out for yourself. Each button needs a certain page that activates when the variable operation is at a certain number and increases the number if pressed, then activating another page above it which is active if the variable is above that number... Those buttons being parallel processes which last for ten seconds...

I'll go into more detail tomorrow, anyway.
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Offline SuperPhillip

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« Reply #6 on: February 11, 2008, 02:07:05 AM »
Oh, no problem. Rest well.
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Offline Moosetroop11

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« Reply #7 on: February 12, 2008, 06:09:01 PM »
Right, here we go...

BUTTON 1

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 1 ON, variable 'switches 2' +1.

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'switches 2' greater that 0
Action key.
Turn Switch 1 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 1 ON.
Parallel process.
Wait 10.0 secs, variable 'switches 2' -1, Switch 1 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No Event commands.

BUTTON 2

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 2 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'Switches 2' equal to 1.
Action key.
Turn Switch 2 ON, variable 'switches 2' +1.

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 2 ON
Wait 10.0 secs, variable 'switches 2' -1, Switch 2 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No event commands.

BUTTON 3

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 3 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'Switches 2' equal to 2.
Action key.
Turn Switch 3 ON, variable 'switches 2' +1.

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 3 ON
Wait 10.0 secs, variable 'switches 2' -1, Switch 3 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No Event commands.

BUTTON 4

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 4 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'Switches 2' equal to 3.
Action key.
Turn Switch 4 ON, variable 'switches 2' +1.

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 4 ON
Wait 10.0 secs, variable 'switches 2' -1, Switch 4 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No Event commands.

BUTTON 5

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 5 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'Switches 2' equal to 4.
Action key.
Turn Switch 5 ON, variable 'switches 2' +1.

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 5 ON
Wait 10.0 secs, variable 'switches 2' -1, Switch 5 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No Event commands.

BUTTON 6

FIRST PAGE:
Appearance: Unpressed button
No condition.
Action key.
Turn Switch 6 ON, variable 'switches 2' +1. Turn Switch 'Ruined' ON

SECOND PAGE:
Appearance: Unpressed button
Condition: Variable 'Switches 2' equal to 5.
Action key.
Turn Switch 6 ON, variable 'switches 2' +1.

THIRD PAGE:
Appearance: Pressed button
Condition: Switch 6 ON
Wait 10.0 secs, variable 'switches 2' -1, Switch 6 turn OFF

FOURTH PAGE:
Appearance: Pressed button
Condition: Variable 'Switches 2' equal to 6.
No Event commands.

***

Then you need a parallel process event, invisible, somewhere out of the way, with the condition "Variable 'switches 2'=6" on the first page, and a second page with the condition 'Switch: DONE! is ON"

Inside the first page you put a conditional branch, with "Switch: Ruined is ON" and "Else".

In the "Switch: Ruined is ON" section put:

Play sound: *Fail*
Message: Incorrect sequence!
Variable 'Switches 2' set 0
Switch 1 OFF
Switch 2 OFF
Switch 3 OFF
Switch 4 OFF
Switch 5 OFF
Switch 6 OFF
Switch : 'Ruined' OFF

And in the 'else' section, put your success thing, whateveryou need, be it opening a door or whatever, and then turn Switch 'DONE!' ON.

Leave the second page blank. The second page should be an 'action key' not a 'parallel process'.

Aand, I think that should do it.
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Offline SuperPhillip

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« Reply #8 on: February 12, 2008, 07:40:54 PM »
I think the way you did it, you'll know right away if you messed the order of the switches up. I want it so you have to press all six switches before you know if you failed or passed. Does that make sense?
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Offline Moosetroop11

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« Reply #9 on: February 12, 2008, 08:10:24 PM »
Ahh, sorry. Okay. I get ya.

I'll edit it.
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Offline SuperPhillip

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« Reply #10 on: February 12, 2008, 08:49:06 PM »
Quote
Originally posted by Moosetroop11
Ahh, sorry. Okay. I get ya.

I'll edit it.


Sorry for having you do it again.  :(
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Offline Moosetroop11

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« Reply #11 on: February 12, 2008, 09:36:59 PM »
Right, I think I got something like what you wanted... The buttons should each wait for ten seconds individually before popping up again, and only once you've managed to press all six does it tell you whether you got it right or not.

Obviously buttons 1 to 6 should be arranged in a random order. I've just named them in the order they must be pressed.
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Offline SuperPhillip

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« Reply #12 on: February 13, 2008, 01:13:44 AM »
That works wonderfully! Thank you.  :hi:
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