Bugfixing A Puzzle?

aironneil

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I was playtesting a puzzle in RPG Maker VX Ace where you have to move blocks to a specific position with the twist that you have to move sets of blocks at a time and you don't have to worry about your position (since you're not "pushing" them like with the normal block pushing puzzle). So once you entered into the "controlling blocks" mode you could switch between different sets by pressing "A" and just move them the same way you'd move your character.


Here's the set up I was testing.

The problems I'm running into are twofold: 1) if I put two blocks into the correct places and just move the other two so that it only covers one, then move it to only cover the other one and keep moving it back and forth real fast it eventually "tricks" the game into thinking the puzzle's solved for a split second (I currently just have it play a sound when it's solved) and I can't stop this from happening.


Here's the event that checks to see if the blocks are in the correct order.


Here's what the event looks like for the blocks (the other pages do nothing. They're just for when that set isn't selected).

2) The second problem I noticed is that if I have the two blocks in the set next to each other (left to right) and move the left and right keys back and forth real quick I can actually get the blocks to separate from each other. This shouldn't be possible.

I feel like the multiple parallel processes might be causing problems, but I just don't know how to pull this puzzle off as smoothly otherwise. I don't want to have a separate action event for all four directions. And if possible I don't want to have my checking event be something the player walks over to, to trigger the "check".

I hope I explained the problem well enough without being too wordy. The only script I used in the test is the Yanfly "Common Event Buttons" To make switching sets easier. This was also tested in a new project.
 
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Andar

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Your pictures don't show, they're blocker by photobucket because you didn't pay their (exzessive) fee for third party posting.
You need to use a different service for up loading and show ing them.
 

aironneil

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Friggin photobucket>:(...haven't even used it in like five years.

I'll update my thread post in a second...

EDIT: Is it okay now?
 

Isabella Ava

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Friggin photobucket>:(...haven't even used it in like five years.

I'll update my thread post in a second...

EDIT: Is it okay now?
Maybe need to have a switch to indicate that a block is moving, thus stop another blocks from moving until the other one complete it move route
 

aironneil

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Maybe need to have a switch to indicate that a block is moving, thus stop another blocks from moving until the other one complete it move route
I'm not sure what you mean by that. The two blocks in each set are supposed to move at the same time and are both at the same speed with the "skip" and "wait" boxes checked.

Although I think I might have figured out why my second problem is happening. I think it's happening because of the "skip" I put on the movement made it so sometimes one block will stop the other from moving causing just one to move when done fast enough...(sorry if that's what you were saying).

EDIT: Although tried a fix for that where I made the block behind the front moving one wait 5 frames so they didn't contact each other and can still get them to separate so it wasn't that...
 
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Andar

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Yes, the parallel Prozesses are a problem - especially as some are not required.

1) you don't need a parallel process to check the result. Move that code into a common event set to trigger = none and call that CE after the blocks have moved only.
You only need to check the results after something changed, not sixty times per second.

2) make a controlling event the only parallel process checking for the buttons. And whenever a button is detected, give the move commands to the four Blocks remotely, never targeting "this event" but specify the block events.

With those two changes your problems should be solved.
 

aironneil

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Yes, the parallel Prozesses are a problem - especially as some are not required.

1) you don't need a parallel process to check the result. Move that code into a common event set to trigger = none and call that CE after the blocks have moved only.
You only need to check the results after something changed, not sixty times per second.

2) make a controlling event the only parallel process checking for the buttons. And whenever a button is detected, give the move commands to the four Blocks remotely, never targeting "this event" but specify the block events.

With those two changes your problems should be solved.
Well now I feel like a fool for not thinking of using a common event for the check. That was it, too many parallels. Thanks for the help.
 

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