simple sliding Tile Puzzle???

Unknown2001

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hello internet friends

I've run a quick search of this forum but did not find anything
has anyone seen a simple tile puzzel made in RPG maker MV where you have a picture divided into 8 tiles and a blank tile
the player must re-arange the tiles to make the picture (like a jig saw puzzle)

XXX
XXX
XX0

X = tiles with images and 0 = blank area

the player can only move tiles into the blank area

these are also called sliding tile puzzels
https://www.formidapps.com/ios/app.tile-slyder-tile-puzzle-with-numbers-and-photos-zAwtqpxw.aspx

has anyone seen this done B4?
I was able to do this in Game maker studio 2 by using something like if place free then move tile

is there any reason this couldn't be done in rpg maker mv?

please feel free to give as much advice on how this can be done???
 

standardplayer

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I did it using pictures. I didn't go through the traditional RPG Maker Picture objects, I just loaded the bitmaps and used the textures to make sprites. The logic wasn't very tricky to pull off, and I remember there being more than one obvious way to do it.

While it wasn't overly complicated, it took me over an hour to get it set up. In the end, the person I was making it for decided (and I agreed) that those puzzles are a huge pain in the butt for users. At the end of the day, not many people like doing them, and just find them frustrating.

I don't have the code anymore, but to make things more programming friendly, I had named all of the images the same thing, followed by a numerical key for their correct row/column.
For example, my puzzle was an eyeball, split into 11 slideable pieces, with one piece of course missing.
Each picture was called
EyePuzzle0_0
EyePuzzle0_1
EyePuzzle2_0

So on and so forth. So EyePuzzle2_0 was the picture that belonged in the Third Row, First Column. (I was using arrays, and since they're 0-based, first position is 0, second is 1)

I don't have the code anymore as I didn't picture myself ever using it for anything.

To ultimately answer your question, yes, 100% yes this can be done, and technically speaking I've 'seen' it lol
Tile puzzles inherently use squares to move around. RPG Maker uses square tiles for everything. It will be a lot of setup, but it can totally work.
I haven't seen any examples of other user's slide puzzles, but I'm sure they're out there.
 

Unknown2001

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thank you for your reply
for my puzzle I'm planning for 8 tiles and a blank area
I realize I could make an image for every combination but that would be 387,420,489 combinations :0!!!!!!!!!!!!!

what are arrays?

EDIT 1
my basic idea so far was to have it that tiles move into the empty space when you click them
by using action button, set movement route move up, move down,move left, move right, set to skip if cannot move
this would move the tile into the empty space but could also reset it unless I can set it to only move once

for to complete the puzzel I was planning to use the same programming as when you push a bolder ontop of a switch then it opens a door,
but all correct switchs would need all correct bolders on them
but the bolders are replaced with tiles

do you think this could work?

EDIT 2

luckily I found this tutorial :)
thanks everyone :)

out of interest if someone wanted to hire someone like you to set up a single puzzle for them if it was beyond their skill level
say the same eye puzzel you did B4, how much should they offer to pay?
 
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standardplayer

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? No, you'd definitely be approaching it wrong if you're worried about combinations lol, that number would scare me, too.
Arrays are a programming structure, they're like ordered lists that hold things like numbers, words, functions etc. Don't worry about if you don't know JavaScript, I wasn't sure if you did or not.


Ok I didn't want to leave you hanging so I just went and made a working event example of this. It's rudimentary, but come on, it took 20 minutes lol.

Oh....Oh you just broke my heart. I just finished putting together the images, I had em all cropped up with examples. Oh well.... lol glad you found your answer
 

Unknown2001

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NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO :(
I was just trying not to bug you, please share your cool 20 minute example, even if it might be beyond my skill level it will definitely help someone searching these forums in the future :)
 

slimmmeiske2

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@Unknown2001, please avoid double posting, as it is against the forum rules. You can use the "Edit" function on your posts to add additional information you've forgotten or respond to multiple people. You can review our forum rules here. Thank you.


In the future if you want to add something to your last post, please use the 'Edit' button to do so. I've gone ahead and merged your posts together.
 

standardplayer

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Lol I wasn't being serious, I really am glad you found a tutorial. I guess I'll still share my example. It's poorly represented, it's just meant to show the concept. IGNORE ALL VARIABLE/SWITCH NAMES, THEY ARE JUST OLD NAMES FROM MY TEST PROJECT

This solution allows the pieces to slide (only the ones next to an empty space, and keeps track of itself. There is no need to track boundaries or use regions or anything like that.

Ok, I just used two 'types' of events. The first is called EmptySpace. The second is an event representing a puzzle piece. That second event is copied into 7 more events, with the graphics changed.

Also, please note this example does not include a method for saying the puzzle is 'solved', this is just a simple framework for the interactivity.

Finally, because I would rather click than use keys in this situation, my events are being activated with the TDDP Mouse System EX plugin, so that they can simply activate when I click them.



Below are two 'sets' of images.
Each image has multiple images belonging to it. Follow the Red Lines to see 'closeups' of certain event commands.

*the 1st page of the 'EmptySpace' event is hidden, there is no code or triggers on that page. It is only necessary to put commands on the second page
SlidePuzzle1.png

SlidePuzzle2.png
 

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