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.