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Evil evil boulders. The last dungeon I made, I added some the Zelda spike traps that slide across the room. Super easy to make, and really fun to implement. You can combine them with a lot of different puzzles.

I got one skill in my game that was inspired from Star Tropics. One of the few things I remember was the Hermes's shoes that let you jump gaps. It was like the original auto-jump. I have a skill called Glide. Pretty self explanatory. From certain points, the player can glide from one point to another. It'd be more elaborate if my game was 3D. Since it's not, the player automatically goes on a set path. 

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Puzzles.... Jigsaw puzzles, right? No?! Ugh.

Anyway, I honestly don't mind puzzles in games, but it annoys me when you need a ton of items for one puzzle. For example, a game wants you to complete this room, but in order to do that, you must find 3 switches. In order to get to the first switch, you must get this item by switch 2, but these switches aren't marked in what order you should go to them in. Switch 3... I think that sums it up... pwease don't kill me... :blink:

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So, no dungeons that are one big puzzle. Could be worse. Flip the wrong switch and BAM! Permadeath! That would be evil  :lol:

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I made a new puzzle for a side quest that inverts the directions so you have to walk in reverse. Left is right, up is down etc etc. You have to navigate through like that and hit certain switches to make the floor parts normal again before you can continue because the door will keep pushing you out.

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So, no dungeons that are one big puzzle. Could be worse. Flip the wrong switch and BAM! Permadeath! That would be evil  :lol:

That would probably have me quitting the game, having to reload from a save file sure, but permadeath just for flipping the wrong switch? No thanks.

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So, when someone talks about permadeathing a player's party, does that mean erasing their save file so you're forced to start over?

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I made a new puzzle for a side quest that inverts the directions so you have to walk in reverse. Left is right, up is down etc etc. You have to navigate through like that and hit certain switches to make the floor parts normal again before you can continue because the door will keep pushing you out.

 

 I strongly advise against this type of puzzle. Some people, like myself, experience very bad headaches from them for some reason. I made a quest one time where the player could make the mistake of drinking tainted water which caused this effect, when I play tested it, I got very nauseated.

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I made a new puzzle for a side quest that inverts the directions so you have to walk in reverse. Left is right, up is down etc etc. You have to navigate through like that and hit certain switches to make the floor parts normal again before you can continue because the door will keep pushing you out.

 

 I strongly advise against this type of puzzle. Some people, like myself, experience very bad headaches from them for some reason. I made a quest one time where the player could make the mistake of drinking tainted water which caused this effect, when I play tested it, I got very nauseated.

 

I forgot all about these. I am horrible at them. :unsure:  I remember fighting Ganon in the LoZ Oracle games. He would temporarily turn the room into one of these while you fought him. Such a pain...

 

I didn't know it was headache inducing. Is it bad that makes me want to do it more?  :P Kidding. I'm not that evil.

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I made a new puzzle for a side quest that inverts the directions so you have to walk in reverse. Left is right, up is down etc etc. You have to navigate through like that and hit certain switches to make the floor parts normal again before you can continue because the door will keep pushing you out.

 

 I strongly advise against this type of puzzle. Some people, like myself, experience very bad headaches from them for some reason. I made a quest one time where the player could make the mistake of drinking tainted water which caused this effect, when I play tested it, I got very nauseated.

 

 

That's why I left it as a side quest.

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I started eventing this one yesterday:

 

"Chase" There's lots of ways to do this. The one I'm going to have is a bit specific, but can be adapted. I haven't even tried eventing this yet. It's a though experiment right now. A little exposition: There's a mage who went a lil bit crazy and sealed himself inside a cave. He's convinced "they" are out to get him. You try and talk some sense into him, and he bolts down a tunnel forcing you to give chase. It's essentially a race. To make things interesting, Mr. Mage casts spells that turn the floor to ice or stun you if hit. Of course, there's other obstacles, too. It's impossible to touch him, he'll be slightly faster than the dash speed. There's a fun script that can do that. The tunnel essentially makes a winding circle back to the first chamber. If you don't reach the chamber in time, he collapses it, trapping you (He seals the other side when you run through it.) That first part happens automatically so you can't just stand in the chamber and wait for him.

 

This one has been really fun to set up. I'm about 1/4 of the way through the course. Almost every process is done so the remainder will be a lot of copy/paste. I decided not to use a script for the wizard's movement. It's not necessary. I learned a couple new things while setting it up.

 

  1. Ice floors needed to be set up differently than I thought they would. Every tile has to be a Parallel Process. Yanfly has a really cool script for Slippery Floors that uses Terrain Tags, but I didn't see any way to make it work for events. The wizard turns certain areas into ice floors as he's running so they're all events.
  2. Using Region ID's. I've never used them for anything other than determining what Troops the player encounters. I used them to determine when projectile hit walls or other impassable objects. I also used it to determine if the player is in the Area of Effect of an ice spell. 

My eventing prowess is growing.  :) Aside from figuring out how to set everything up, the other tricky part is the timing. I got that just how I want so far. 

 

Here's what I have completed:

 

The chase starts. The first part is simple enough. The wizard runs up through a narrow pass and turns and fires an icicle at the player. There's a couple places the character can move to avoid it.

 

Second, the wizard makes an ice floor the player has to navigate. It's pretty easy. There's only a couple ways the player can go. The cool thing is, the player can be on the tiles before they turn to ice. Having the Parallel Process events turns them to ice while the player is on them.  :) 

 

Third, the wizard casts an area spell that will freeze the player if they run in range. If the player, does the first couple area perfectly, they can get really close to him just to get frozen solid. 

 

Fourth, there's a winding path created by obstacles(rocks). The wizard just jumps over them, but the player has to run around them.

 

Fifth, this is WIP. The wizard fires a few salvos of icicles in different directions. 

 

After that, there will be a larger ice floor to navigate. I'm still deciding what to do after that. Probably another winding path created by rocks, and area spell, and more icicles. I don't want to add another ice floor. I think it might take the player too long to get through plus that's a lot of Parallel Process events to be running at once. So far, there's no lag. I'd like to keep it that way.

 

At the end, the wizard will try and collapse the exit before the player can get through. If he does, I'm going to give the player the option to either start the chase again or leave and come back later.

I don't want to make it a Game Over penalty for failing.

 

This is by far the most complex event I've made. Loving every minute of it!  :D 

 

 

 

 

 

 

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Ice, ice... Is the reward item a bowl of ice cream? XD Otherwise, that maze seems fun. Did you test the time it would take between all the events activating?

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You learn how to make ice :) The reward is special skill called Frost. It can freeze shallow water so the player can cross rivers.

It's needed to enter at least one cave and there will be some other area that can only be accessed after having it.

 

As for the chase itself. I tested it. And tested it. and tested it and tested it.... lol. It took a long time to get everything how I wanted/needed. I'm almost done now. I just have to finish the eventing for completing it and run through it a couple more times. 

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All finished! It lags a little on mine, but I have an older laptop. You probably won't get through it in one try. It has the default controls.

 

Check it out here.

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Love the chase dude^^ Just before the end though... I could run straight through his frost missiles or whatever <.<

 

Other than that I think you had some excellent execution :D

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Can you please upload it without RTP? I mean, most of us here (if not all of us) don't really need it.

I got a crappy internet connection, so I can't download it with the RTP, but I wanna check it out too. *-*

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Did I bug it? hahahahah -- I somehow got knocked to the upper level which made the chase honestly even more exciting like a ninja stalking its prey :P (I love the windowskin O_O)

 

JSoEgo2.png

Edited by Dymdez

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Hmmm... I wonder if I missed something when I copied it all over. It was all working in the full version.

 

@Dymdez- Did you spawn there after retying or did you run through a wall?

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Hmmm... I wonder if I missed something when I copied it all over. It was all working in the full version.

 

@Dymdez- Did you spawn there after retying or did you run through a wall?

 

In the cutscene, there's an explosion that pushes the player, I was near the wall when it occurred, and it knocked me up there.

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Yeah, I didn't freeze the player for that part. Now you shouldn't be able to move after the eventing starts.

 

It's 11:15 here now. It'll be uploaded by 11:45.

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Lol too late. I was half-asleep and forgot to remove it. I forgot to change something, too. Minor detail. Towards the end, where the wizard fires three icicles straight up, I forgot to move the events back to their original places before it freezes the player. So if you get hit by the first one, the others get stuck for a couple secs until the one touching the player goes away. 

 

Everything should work the way it's supposed to. That was a complex freakin' thing to set up.  :wacko:

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That was... Enjoyable... I got frozen twice... but enjoy- I lost XD Nice work though :D

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