Oracle of Ages Tile Style Puzzle

CarterAjamie

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Hi, I am trying to make an RPG and I want to put a dungeon in the game similar to the tile puzzles from the legend of zelda oracle of ages, where you have to walk in a pattern and turn the tiles to a different color and you have to turn every tile one color. As an example, here is the skull dungeon from OoA

Anyone know how I could do this? I have found some before but they gave me many errors.
 

bgillisp

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I've moved this thread to Ace Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

bgillisp

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CarterAjamie, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.



This is to give all posts on the forum a fair chance at help. Please be patient and if someone knows how to do this they will more than likely post how to do this.
 

CarterAjamie

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[bump]CarterAjamie[/bump]

This is to give all posts on the forum a fair chance at help. Please be patient and if someone knows how to do this they will more than likely post how to do this.
can i delete this post and make a new one since no one is commenting
 

bgillisp

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No, that is also spamming. We ask you to give it 72 hours and again that is because your post isn't the only one, so every post needs a fair chance at an answer.

Incidentally, that is also not an easy puzzle to set up from what I've seen (I have no idea how to implement it) so you may have to wait a while for that reason as well.
 

coyotecraft

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Alright here's what you do:
Make an Event. Priority: Under Characters. Trigger: Player touch.
Give it the floor graphic you want.
Variable Control: Add "1" to a variable we'll call "Tile Count"
Control Self Switch A ON (The command, not the Condition)

Copy Event Page; Paste Event Page.

On Page 2 now,
Checkmark Self Switch "A" the event condition
Give this page the activated tile graphic you want.
Change the Variable Control to Sub "1" from the "Tile Count" variable this time.
Control Self Switch A OFF (The command, not the Condition)

Now create a 3rd page. With a Condition Switch "Puzzle Solved". Nothing needs to be on this page.

Create a 4th page. With a Condition Switch "Reset". This will be a parallel process. And simply needs to turn off Self Switch A off.

With this, walking on the tile will change the graphic as well as keep track of the number of activated tiles.
Copy & Paste this event all over the floor.

Your Treasure Chest Event simply needs the event conditions variable "Tile Count" ≥ [However many tiles there are in the room].
Set the first page to parallel process. Play a Success Sound. Appearance Animation message or whatever. Turn the "Puzzle Solved" Switch on. Then create a second page with the "Puzzle Solved" Switch on as a condition, and otherwise function like an ordinary chest event.

Finally you'll want a reset button by the exits or at the starting point. How it's activated is up to you. It simply needs to turn the Switch "Reset" On and OFF again. And reset the Tile Count variable to 0.
When "Reset" is on, all the tile events will jump to their page 4 where they are instructed to turn off their individual self switches. Since their self switches are turned off they'll return to page 1 once the Reset switch turns off. Unless the "Puzzle Solved" Switch is already on, then they'll just stay on page 3 and do nothing.
 
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CarterAjamie

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Alright here's what you do:
Make an Event. Priority: Under Characters. Trigger: Player touch.
Give it the floor graphic you want.
Variable Control: Add "1" to a variable we'll call "Tile Count"
Control Self Switch A ON (The command, not the Condition)

Copy Event Page; Paste Event Page.

On Page 2 now,
Checkmark Self Switch "A" the event condition
Give this page the activated tile graphic you want.
Change the Variable Control to Sub "1" from the "Tile Count" variable this time.
Control Self Switch A OFF (The command, not the Condition)

Now create a 3rd page. With a Condition Switch "Puzzle Solved". Nothing needs to be on this page.

Create a 4th page. With a Condition Switch "Reset". This will be a parallel process. And simply needs to turn off Self Switch A off.

With this, walking on the tile will change the graphic as well as keep track of the number of activated tiles.
Copy & Paste this event all over the floor.

Your Treasure Chest Event simply needs the event conditions variable "Tile Count" ≥ [However many tiles there are in the room].
Set the first page to parallel process. Play a Success Sound. Appearance Animation message or whatever. Turn the "Puzzle Solved" Switch on. Then create a second page with the "Puzzle Solved" Switch on as a condition, and otherwise function like an ordinary chest event.

Finally you'll want a reset button by the exits or at the starting point. How it's activated is up to you. It simply needs to turn the Switch "Reset" On and OFF again. When "Reset" is on, all the tile events will jump to their page 4 where they are instructed to turn off their individual self switches. Since their self switches are turned off they'll return to page 1 once the Reset switch turns off. Unless the "Puzzle Solved" Switch is already on, then they'll just stay on page 3 and do nothing.
yay thx
 

CarterAjamie

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Alright here's what you do:
Make an Event. Priority: Under Characters. Trigger: Player touch.
Give it the floor graphic you want.
Variable Control: Add "1" to a variable we'll call "Tile Count"
Control Self Switch A ON (The command, not the Condition)

Copy Event Page; Paste Event Page.

On Page 2 now,
Checkmark Self Switch "A" the event condition
Give this page the activated tile graphic you want.
Change the Variable Control to Sub "1" from the "Tile Count" variable this time.
Control Self Switch A OFF (The command, not the Condition)

Now create a 3rd page. With a Condition Switch "Puzzle Solved". Nothing needs to be on this page.

Create a 4th page. With a Condition Switch "Reset". This will be a parallel process. And simply needs to turn off Self Switch A off.

With this, walking on the tile will change the graphic as well as keep track of the number of activated tiles.
Copy & Paste this event all over the floor.

Your Treasure Chest Event simply needs the event conditions variable "Tile Count" ≥ [However many tiles there are in the room].
Set the first page to parallel process. Play a Success Sound. Appearance Animation message or whatever. Turn the "Puzzle Solved" Switch on. Then create a second page with the "Puzzle Solved" Switch on as a condition, and otherwise function like an ordinary chest event.

Finally you'll want a reset button by the exits or at the starting point. How it's activated is up to you. It simply needs to turn the Switch "Reset" On and OFF again. When "Reset" is on, all the tile events will jump to their page 4 where they are instructed to turn off their individual self switches. Since their self switches are turned off they'll return to page 1 once the Reset switch turns off. Unless the "Puzzle Solved" Switch is already on, then they'll just stay on page 3 and do nothing.
ok so i am having trouble understanding, can u please show me the event page?
 

CarterAjamie

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Alright here's what you do:
Make an Event. Priority: Under Characters. Trigger: Player touch.
Give it the floor graphic you want.
Variable Control: Add "1" to a variable we'll call "Tile Count"
Control Self Switch A ON (The command, not the Condition)

Copy Event Page; Paste Event Page.

On Page 2 now,
Checkmark Self Switch "A" the event condition
Give this page the activated tile graphic you want.
Change the Variable Control to Sub "1" from the "Tile Count" variable this time.
Control Self Switch A OFF (The command, not the Condition)

Now create a 3rd page. With a Condition Switch "Puzzle Solved". Nothing needs to be on this page.

Create a 4th page. With a Condition Switch "Reset". This will be a parallel process. And simply needs to turn off Self Switch A off.

With this, walking on the tile will change the graphic as well as keep track of the number of activated tiles.
Copy & Paste this event all over the floor.

Your Treasure Chest Event simply needs the event conditions variable "Tile Count" ≥ [However many tiles there are in the room].
Set the first page to parallel process. Play a Success Sound. Appearance Animation message or whatever. Turn the "Puzzle Solved" Switch on. Then create a second page with the "Puzzle Solved" Switch on as a condition, and otherwise function like an ordinary chest event.

Finally you'll want a reset button by the exits or at the starting point. How it's activated is up to you. It simply needs to turn the Switch "Reset" On and OFF again. When "Reset" is on, all the tile events will jump to their page 4 where they are instructed to turn off their individual self switches. Since their self switches are turned off they'll return to page 1 once the Reset switch turns off. Unless the "Puzzle Solved" Switch is already on, then they'll just stay on page 3 and do nothing.
wait nvm i got it thanks!
 

coyotecraft

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@CarterAjamie Anywhere. It can be a floor tile by the exits, or a statue or lever.
You either touching it or talk to it. "Reset" Switch ON then immediately OFF again.

Edit: It's a separate event.
You have The tile events. The Treasure Chest event. And the Reset event.
Alternatively, you could make touching an activated tile (page 2) reset everything. So instead of subtracting 1 from the Tile Count you'd just set it to 0.
 
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coyotecraft

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@CarterAjamie
Sorry, I think I forgot to mention the first time that the Tile Count needs to be Set to 0 when you reset.
Although, if the "puzzle solved" switch is on because the tile count is over the key number then the chest would be visible. And all the tiles aren't activating because they're actually on page 3. inert.

You can press F9 while playtesting to check the status of Variables and Switches. You can see the value of "Tile count" and if "Puzzle Solve" and "Reset" Switches are on or off.
 

CarterAjamie

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@CarterAjamie
Sorry, I think I forgot to mention the first time that the Tile Count needs to be Set to 0 when you reset.
Although, if the "puzzle solved" switch is on because the tile count is over the key number then the chest would be visible. And all the tiles aren't activating because they're actually on page 3. inert.

You can press F9 while playtesting to check the status of Variables and Switches. You can see the value of "Tile count" and if "Puzzle Solve" and "Reset" Switches are on or off.
ok, one more thing, where do i set the tile count to zero
 

coyotecraft

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The event page where you turn the "Reset" Switch on and off.
 

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