Sequential puzzle issues.

Koi

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Okay before I was just using a sequence of 1-2-3-4 to test it out, and after it at least worked a little bit despite some finnicky-ness, I decided to try it out with the official sequence, 3-2-3-1-5-3-8-7-2.

Here's the events that I have set up according to how you showed me:

But for some reason, the "ding" signifying that it was correct only plays now when I press the number 2. And even then it's still finnicky with whether or not it goes "ding" for yes or "click" for no or doesn't play anything at all.

EDIT: The patch did seem to apply the necessary fix. But I still don't know why 2 is now the only one that works. And actually, it plays both the "ding" and the "click" sound at the same time. I'm so confused.
 
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C-C-C-Cashmere (old)

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You've only got the "Ding" sound on the two.


Also, those parallel processes are all working at the same time so the order doesn't work.


For example, when you press 3, this happens:





Because every frame, the parallel process goes through the entire event page. Which is not what I'm guessing you want.


So that's why the "push" thing isn't working. So that entire thread isn't set up right. Your previous attempt was better.
 
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Sixth

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You don't need to make 2 of the same button press checks.


The required things will be added to the array at each button press, regardless when it happens.


Remove any duplicate checks and also the wait frames, and it will work fine.


Additionally, if you want to play real notes in real time, you can just add a play SE command in each button press checks, so it will sound like a real song. :)
 

Koi

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Ooooh, okay, sorry even though I've been working in this program for 2 years, things are still confusing to me.

Sixth, the piano already makes the notes when the buttons are pressed, as I showed with this event:

And yay! It works!

I do have to add the wait times though, because otherwise if I so much as hold down the key for slightly too long it'll think I've reclicked the button. So I just added a 5 frame wait time to go with the same wait time with the keys :3 Gosh thank you so much, this was a real head scratcher!

I am SO STOKED to incorporate this into my game. If I run into any obstacles I'll just ask, but for now, thank yoouuu!
 
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Sixth

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It won't count any other button triggers repeatedly if you use 'Input.trigger?:)sym)' instead of 'Input.press?:)sym)'.


The first one checks it only once, and it will not check it until the button is released.


The second one will check it constantly, and that will make the puzzle annoying for sure.


The 'press?' method is good for showing the pressed down keys on the picture, and the 'trigger?' method is good for actually triggering the effect without requiring the player to release the key within milliseconds.


You should always use the 'trigger?' method for triggering something like this.


Anyway, glad you made it work! Happy puzzle making! :)
 

Long Lost Hero

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Redundant post, delete
 
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Koi

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Oh, I have another question. So, I don't want sound effects to play when someone has it right or wrong, but I would like to show a red X picture at the bottom of the screen when you get it wrong. I tried doing this by having the picture show in place of the "click" sound effect I had earlier, and then erase after 60 frames. But, it's not showing up. I know that it's on the screen, because I tested the placement of the picture before.
 

Sixth

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@Long Lost Hero


Some things are more complicated to do, but regardless, everything can be done with scripting, literally.


This, of course, includes your example.


@Koi


Placing the picture command at the 'else' part of the parallel common event worked for me.


It shows up and disappears after the wait time.


Show the picture, wait the frames, and erase after, should work for you too.
 
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Koi

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I tried to do that. But it isn't working.



The first move picture is on wait, too, in case that matters.
 

Long Lost Hero

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This is awesome! If the Parallel Process event was in a called Common Event could an item Like an Ocarina be used to play a song anywhere and check a learned songs variable array to cause an effect to happen if the player is in a certain map area or region?

Edit: Sorry to hijack the thread. Koi got me thinking here.
 
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Koi

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The picture still isn't working for me for some reason :/
 

C-C-C-Cashmere (old)

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Does that "else" part run? That is, if you put a message box in there, does the code get reached?


If not, that's your problem. If it does, though, then there's something wrong with show picture maybe.


Edit: I still think you're structuring your parallel process wrong as well. It won't execute that code in order, it's a parallel process event. It goes through all those checks anyway, no matter what order they're in.
 
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Sixth

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The picture shows for me, did the same as you, moved it a bit, waited for the move, than waited a bit and moved out of the screen, everything works for me.


@Cashmere


Yes, it goes through everything on the page. That is why everything is in a conditional check. If the condition check returns false, it will not execute the thing inside the check, so it will not add anything to the array (the "push" thing). Also nothing will execute if the player doesn't press a button.


The order check is done by comparing the elements of the array, not by placing the checks in order on the page. The order of the checks does not matter at all. What matters is that the array checking is placed at the end, the rest can be anywhere above that.


I used common events like this for a lot of mini-games I made for my old project, it is tested plenty of times. :p
 

C-C-C-Cashmere (old)

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@Sixth Oh yeah I knew that, that's what I was saying. I just didn't realize that she'd removed the duplicate checks because the "7" check was at the end. She should have all the checks ranging up to 9 if she wants it to be correct.


Edit: Plus, are you dealing with two parallel processes working at the same time (the keyboard and the order check)? If so, you should combine them, really.
 
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Sixth

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Yeah, combining the two would surely make it more compact and easier to edit, if needed, and would take less processing power, I guess.


You should also really change the 'Input.press?' checks to 'Input.trigger?' checks. 'Input.trigger?' is much reliable than the other for these kind of things, and you don't really need the press check here.


And yes, to make the puzzle count all 8 buttons on that colorful keyboard (from num 1 to num 8), 8 checks are needed for the button triggers, no matter how long is the required sequence. If one button check is missing, nothing will happen when the player press that button, so no fail can trigger on that button. Finishing the puzzle is still possible if the sequence does not require that button's symbol.
 

C-C-C-Cashmere (old)

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Yeah, combining the two would surely make it more compact and easier to edit, if needed, and would take less processing power, I guess.
Not only that, but it would also take care of issues of synchronization. Because she's got these two parallel processes working at the same time, she can't ensure what order they happen in. She could press the key, and then the other process makes the check, but the next time, it could check before she presses the key. It's not very robust.

You should also really change the 'Input.press?' checks to 'Input.trigger?' checks. 'Input.trigger?' is much reliable than the other for these kind of things, and you don't really need the press check here.
Agreed.

And yes, to make the puzzle count all 8 buttons on that colorful keyboard (from num 1 to num 8), 8 checks are needed for the button triggers, no matter how long is the required sequence. If one button check is missing, nothing will happen when the player press that button, so no fail can trigger on that button. Finishing the puzzle is still possible if the sequence does not require that button's symbol.
Yes. Basically, you can't fail if it doesn't detect you pressing the wrong button ;P Here's a mockup I made of the eventing code because I don't have RPG Maker at hand so I just had to use paint. Apologies if this is messy.

Edit: Oh, and to make it even more robust, inside each "Input.trigger?:)numX)" conditional branch, do a "Jump to Label" to the conditional branch at the end of the event. So if a key press returns true, the animation happens, the sound happens, it waits 5 frames, the button is pushed on, and then you "jump to" the conditional branch at the end, to a label just before the "@button_on == true" one.
 
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Koi

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I guess I'll just give up on the picture :/ I don't need it.
 

C-C-C-Cashmere (old)

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Oh well. Does the code work? That's the main thing.


Because if it doesn't, you can always try out what was suggested.
 

Koi

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Oh well. Does the code work? That's the main thing.

Because if it doesn't, you can always try out what was suggested.
The code works like a charm.
 

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