Light's Out Puzzle

GoodSelf

Zhu Li! Do the thing!
Veteran
Joined
Jul 23, 2016
Messages
593
Reaction score
1,115
First Language
English
Primarily Uses
RMMV



Difficulty: Beginner Friendly (10+ hours invested into the engine)

Wavelength has noticed that you do not need Labels for this event to work - they were left in after earlier playtests. I hope you enjoy the tutorial!



STEP 1


First, place down 9 Events in a 3x3 pattern. Keep in mind you don't have to place all the event's at once - it will be easier to copy and paste Event 1.1 later.
Name the events as such:





Go to Event 1.1 and change it's picture to any image you like, then set it to "Below Characters" and "Action Button".


STEP 2


Now, we are going to get into the meat of the puzzle. The idea is, whenever we use a tile, the color of that tile and all adjacent tiles change. We'll be using Conditional Branches, Swiches, and Labels to get the job done. In the spoiler tag, you will find how you should set up the first page of your event. Refer to the picture below for more information on how the event works. Keep in mind, the spoiler tag shows how to set up Event 1.1, the Event in the top left corner.
 

Play Sound Effect


Conditional Branch


   IF Switch 1.2 = ON


        THEN Switch 1.2 = OFF


        Jump to Label: 1
   ELSE
         THEN Switch 1.2 = ON


         Jump to Label 1


Label 1


Conditional Branch


   IF Switch 2.1 = ON


         THEN Switch 1.2 = OFF


         Jump to Label: 2


   ELSE


         THEN Switch 1.2= ON


         Jump to Label: 2


Label 2


Conditional Branch


   IF Switch 1.1 = ON


          THEN Switch 1.1 = OFF


 ELSE


          THEN Switch 1.1 = ON



LO2.png


What were doing here is basically asking, "What color are you?".


Then, once we figure out what color it is (if the switch is on or off), we simply change the color by changing the switch on or off.


Keep in mind that when you activate a tile, it changes itself and all adjacent tiles. The switchs we made correspond to which tile we are changing.


In the example above, when you click the top left tile, tiles 1.1, 1.2, and 2.1 all switch their colors.


STEP 3


We're still working with Event 1.1


Click the "Copy Event Page" button, then click the "Paste Event Page" button.


You won't be editing any of the Event commands - make sure they are the same as your first page.


Simply change the condition of this new event page to require Switch 1.1 to be on.


Then, change the graphic to a different color of your choice.


Finally, click "Paste Event Page" one more time, this time deleting everything in the Event commands.
Simply change the conditon switch to "Complete", and change the image color to one you haven't used yet.


You just finished your first Event!


LO3.png


LO4.png


STEP 4


Now that you've done the legwork, the rest of this system is smooth-sailing.


Copy and paste the event to the space right next to it, and name this Event 1.2


All you have to do now is change the Switches in the Event code to reflect the new tiles that are adjacent to it.
In addition, you will need to create 1 additional label for the middle events on the outer row, and 2 additional labels for the event in the middle.


The spoiler tag below will show you how Event 2.2 (the middle tile in your 3x3) should look:

Play Sound Effect


Conditional Branch


   IF Switch 1.2 = ON


        THEN Switch 1.2 = OFF


        Jump to Label: 1
   ELSE
         THEN Switch 1.2 = ON


         Jump to Label 1


Label 1


Conditional Branch


   IF Switch 2.1 = ON


         THEN Switch 2.1 = OFF


         Jump to Label: 2


   ELSE


         THEN Switch 2.1 = ON


         Jump to Label: 2


Label 2


Conditional Branch


   IF Switch 2.3 = ON


          THEN Switch 2.3 = OFF


          Jump to Label: 3


 ELSE


          THEN Switch 2,3 = ON


          Jump to Label: 3


Label 3


Conditional Branch


   IF Switch 3.2 = ON


           THEN Switch 3.2 = OFF


           Jump to Label: 4


ELSE


           THEN Switch 3.2 = ON


           Jump to Label: 4


Label: 4


Conditional Branch


   IF Switch 2.2 = ON
            THEN Switch 2.2 = OFF


ELSE


            THEN Switch 2.2 = ON



STEP 5


Once you have finished setting up all 9 of your Events, it's time to create an Event that gets it all working!


Make a new event, and set it to Parallel.


Add the command to Control Switches, and adjust which switches will be turned on or off (this sets the starting position of the puzzle).
Once you have that set up, turn the Puzzle Start Switch on.


On the second page of this Event, set the Condition to Puzzle Start Switch = ON.


On this page, set up a chain of Coditional Branchs checking to see that every switch (1-10) has been turned off.


Place a wait here for 60 frames to ensure that all the tiles have changed before the game recognizes a win.
Play a Music Effect, throw a message on there, and your done! Refer to the pictures in the spoiler below if you need more help setting up this final Event.


If you want to reset the puzzle, just set the Puzzle Start Switch = OFF when leaving the map.


The event below will then trigger, reseting your puzzle =]









For those of you still having trouble, or those who would like to see this puzzle in action, the download link is below! 


Thanks again for your time, now get back to making your game! =]


Windows: http://www.mediafire.com/download/6h8r84bs044kfkm/Lights_Out_Puzzle_WINDOWS.zip


Mac: http://www.mediafire.com/download/iiar1bcb6ddn982/Lights_Out_Puzzle_MAC.zip
 
Last edited by a moderator:

Blackyu

Professional Procrastinator
Veteran
Joined
Jul 10, 2016
Messages
110
Reaction score
335
First Language
French
Primarily Uses
RMVXA
Great tutorial ! It's detailed and precise, and I could definitely use that for my game ! Thanks !
 

Wavelength

MSD Strong
Global Mod
Joined
Jul 22, 2014
Messages
5,624
Reaction score
5,104
First Language
English
Primarily Uses
RMVXA
One thing I want to point out is that (unless I am missing something) the Labels and Jump-To-Label commands are unnecessary in this eventing.


Besides that, good tutorial!
 

Lynvia

Veteran
Veteran
Joined
Oct 14, 2015
Messages
88
Reaction score
46
First Language
English
Primarily Uses
RMMV
Excellent tutorial, I plan to use multiple of these in a game I'm working on.

I might add that if you want this to be a one-time puzzle, you might add a self-switch on the Parallel Event, and set up a third page that does nothing, conditional on the self switch.
Otherwise, every time you leave and re-enter the room, you'd have to resolve the puzzle. That's a good way to reset it if you need that device, but once it's solved I'll want it to stay that way.
 

Dust

Veteran
Veteran
Joined
Mar 4, 2013
Messages
78
Reaction score
148
First Language
German
Primarily Uses
RMMV
I managed to cheat the puzzle: If you have only one red light left and quickly switch it on and off multiple times, the puzzle somehow regards itself as solved. :unsure:
 

GoodSelf

Zhu Li! Do the thing!
Veteran
Joined
Jul 23, 2016
Messages
593
Reaction score
1,115
First Language
English
Primarily Uses
RMMV
I managed to cheat the puzzle: If you have only one red light left and quickly switch it on and off multiple times, the puzzle somehow regards itself as solved. :unsure:
Oh no!
That means I must fix it!
When I have time I'll rework this puzzle.
 

Brils1995

Warper
Member
Joined
Mar 3, 2017
Messages
1
Reaction score
0
First Language
English
Primarily Uses
Other
Great tutorial! Thanks:ewink::rwink: This is the only thing that I'm able to do at the moment, except the fact that i have always to check on pharmacyreviews.md because of my health issues, so sad. Anyway thank you for info and for your amazing forum, so happy to be here!:uswt:
 
Last edited:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,977
Members
137,563
Latest member
cexojow
Top