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View Full Version : Mini Games and Puzzles in RPGM3


Rodak
09-27-2005, 11:19 AM
I'm curious...

What type of puzzles and/or mini game are people creating.

I made a maze controlled by levers (and variables), but everything else up with which I came is not working out the way I wanted.

Maybe your ideas will help me (and others) with this aspect.

Watchagott?

Biggie
09-27-2005, 11:22 AM
Hmm, I will try and make one tonight, see if I can come up with anything.

marcus
09-27-2005, 02:07 PM
In a dungeon that takes place in a mine/volcano, you have to level out the lava pressure in order to open a door. To do this, you have to press a series of levers until the pressure equals 6. None of the levers, however, give you a number of 6. Some add numbers while others subtract. You can press the master lever to reset the pressure if you get stuck.

Vonwert
09-27-2005, 02:22 PM
How the heck do you do that with levers? I can't seem to figure out how to add events to the levers in the dungeons...?

marcus
09-27-2005, 03:11 PM
You don't add the event to the lever, you add it next to the lever. When you press the action button, it triggers the lever and the event which adds (or subtracts in my case) a number and then changes the mode page. When you press the master switch that resets everything, it changes the variable back to 0, turns the switches off, and changes the invisible event modes back to 1.

Virtualman
09-27-2005, 03:29 PM
so let me get this straight, levers do absolutely nothing...?

thats absolutely pointless, why not just make them an object that you can assign to an event rather then making you put invisable events next to useless levers?

that just seems really stupid to me...

marcus
09-27-2005, 03:36 PM
no no no

Switches, when activated, turn a switch of the same name on and off. When you press switch #1, switch #1 is turned on. In the events condition, you can set an event so it only triggers when a switch is on or off. However, certain things (like my puzzle) can only be done using variables and switches don't modify variables so I simply found another way around it.

I've done a lot of simple things with switches like making locked doors and moving platforms. The thing is, you can't do it by APPLYING the event to an object; you have to do it by placing the event next to the object. Sometimes you have to think outside the box.

Rodak
09-27-2005, 06:04 PM
Sometimes you have to think outside the box.
I hate boxes.

Great idea for a puzzle with the lava pressure.

I tried to make a Storyteller mini game, but it just does not work to my satisfaction... It was just a variation on "3 Card Monte" anyway.

Anyone else?

DYRE
09-27-2005, 06:57 PM
I hate boxes.

Yeah, now we have tesseracts.

twwety
09-29-2005, 02:58 AM
Make a dungeon maze that you need to get threw in a time limit. Just start buy setting the time then use an auto invs. event with an event occurrence using the time value. Hate mazes though :D

Dyne
09-29-2005, 03:18 AM
In a dungeon that takes place in a mine/volcano, you have to level out the lava pressure in order to open a door. To do this, you have to press a series of levers until the pressure equals 6. None of the levers, however, give you a number of 6. Some add numbers while others subtract. You can press the master lever to reset the pressure if you get stuck.

NOO!!! I had a very similar idea! Ahh well, I will still use it. I got the idea from Xenosaga and Xenogears, where you basically have to do the same thing, but with water. I was going to use only two switches tho.

The Magic Hat
09-30-2005, 01:37 AM
I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3.

Dyne
09-30-2005, 02:08 AM
I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3.

I may use the same idea. It is possible, but not as good as one would like. You cannot have the guards move in a pre-determined way. You can however, make them pace back and forth. With that, you can place invisible events around them, and if you step on one, it intitiates the fight. One problem is this: You cannot make it so when the guard looks away from you, you can run past. Well, I am sure there is a way, but it would probably be hard.

The Magic Hat
09-30-2005, 02:52 AM
Yeah. It might be easier if they were just standing in place, but that'll make things too easy during playthrough. Trying to figure out how to place events like that will be difficult, but I guess I can wait until later to worry about that. I'm still working on character creation at the moment.

Perversion
09-30-2005, 04:13 PM
no no no

Switches, when activated, turn a switch of the same name on and off. When you press switch #1, switch #1 is turned on. In the events condition, you can set an event so it only triggers when a switch is on or off. However, certain things (like my puzzle) can only be done using variables and switches don't modify variables so I simply found another way around it.

I've done a lot of simple things with switches like making locked doors and moving platforms. The thing is, you can't do it by APPLYING the event to an object; you have to do it by placing the event next to the object. Sometimes you have to think outside the box.

How do you get a lever to trigger a locked door to open? I tried to put invisible events next to both the switch and the door, but after the event tells you "This door is locked" the character walks right through the event and opens the door. Frustrating!

snake storm
09-30-2005, 06:05 PM
i had plenty lined up for a part of tsubasa but it wouldn't even be possible to make the area where they'd be. oh well. looks like he'll just have to make do with slaying the demons. :lol

hitogoroshi
09-30-2005, 11:42 PM
I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3.

Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards.

*Brainstorms his next dungeon*

twwety
10-01-2005, 12:11 AM
Or just have 10 guards randomly walking around or up and down and left to right and try not to hit any of them. But that might be a little to wierd.

Dyne
10-01-2005, 01:47 AM
Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards.

*Brainstorms his next dungeon*

I forgot you can make characters touch events. That sounds like a good idea, but it still is weird if you can walk right in front of them and still make it pass them, without touching them.

The Magic Hat
10-01-2005, 02:14 AM
Hmmm...I should look into whether or not you can adjust the walking speed of the event. As slowly as your character's "walk" speed is, it sounds like a sense of timing would be good to make sure the players have.

tmoney_73
10-02-2005, 04:18 PM
is it possible to make a box puzzle with rpm3?

Aminveloscasin
10-02-2005, 04:47 PM
Well I've made three mini games so far

One = Maze Maker (obviously Maze mini game)5 mazes
Two = Memory Man (Runs a show of objects player must remember)
Then runs four different displays of objects and you have to pick which one used one wrong item displays 7-10 objects 20 modes ^_^
Three = Sound Game (Name that sound 4 choices) 20 different modes ^_^

Another mini game I'm thinking about for chapter two is the Riddler and the box game.

Does anyone remember zelda ocrina of time...

Go into the door two boxes one gives u a key(with $$) the other gives u the boot, although I'm thinking about making a third chest that gives u a monster battle that will give u a key if u win.

WilliamKirk
10-02-2005, 08:13 PM
"I would like to make a sort of maze where you have to stay out of the sight of patroling guards throughout your progress. There will be a few things to hide behind, but it'll all depend on your sense of timing. Of course, you'll have to fight if your caught, but I want to make the rewards (I'm thinking Experience or Money) for not getting caught at all greater than what they would be if you just killed everybody. Granted, I haven't tried this out so I don't know if this will be possible in RPGM3."
"I may use the same idea. It is possible, but not as good as one would like. You cannot have the guards move in a pre-determined way. You can however, make them pace back and forth. With that, you can place invisible events around them, and if you step on one, it intitiates the fight. One problem is this: You cannot make it so when the guard looks away from you, you can run past. Well, I am sure there is a way, but it would probably be hard."

As long as you have flags/switches/variables and script conditions/if then statements, it's easily possible. Have a variable per guard where 0 = facing N, 1 = facing E, 2 = facing S, 3 = facing W, then depending on that variable's value make them get caught or not.

"Well, there is one thing you can do, Have them walk back and forth, and simply have the battle be a touch event. Instead of sneaking, you can mke it a timing issue, where you have to move betwwen niches in the walls without touching the guards."

This is also a fantastic idea. I played an RPGM1 game that did this and it was quite fun. It worked because of the 'To Leader' movement choice for events: the player would eventually get trapped and stuck between two guards and have to touch one. Kudos hitorogoshi!

"Does anyone remember zelda ocrina of time...
Go into the door two boxes one gives u a key(with $$) the other gives u the boot, although I'm thinking about making a third chest that gives u a monster battle that will give u a key if u win."

I remember that too. That's a great mini game to do within RPGM3, but the battling may become annoying. Either way you do it will be fine though. Good job, Aminveloscasin.

twwety
10-02-2005, 10:17 PM
The problem is there really isn't any perfect north os south or east or west because there is alot of in between to face.

Another mini game would be a a maze that you need to take certian path. So like the first room you have to go north and if you go the wrong way you get warped back to beging. God I hate those puzzles :).

Another mini game idea a large fetch quest with a time limit. So like bring the magic ice cube to the magic frige on the other side of the world.

Another idea not as much a mini game could be a dungon that has normal enemy durring the day and scray hard monsters during the night. You could even make the player come back later for a night fetch quest.

Kintaro
10-07-2005, 06:36 AM
Pardon me for reviving this old-ish thread but I've an idea for this guard game.

You need to set a mode or variable on the guard (or even shared variable but guard is better) to tell your scripts where the guard is currently looking or positioned. When the player steps on your event, it checks if the guard is currently looking and/or past the spot or walking towards it. If the guard is looking towards that spot then start the event where your player gets caught/fights.

edit: Sorry, bad advice, check following post

Dyne
10-07-2005, 10:47 PM
Pardon me for reviving this old-ish thread but I've an idea for this guard game.

You need to set a mode or variable on the guard (or even shared variable but guard is better) to tell your scripts where the guard is currently looking or positioned. When the player steps on your event, it checks if the guard is currently looking and/or past the spot or walking towards it. If the guard is looking towards that spot then start the event where your player gets caught/fights.

Are there any codes that determine an events direction tho?

Kintaro
10-07-2005, 11:39 PM
edit: Really sorry about this but I seem to be mistaken on this concept.

First I thought invisible events could trigger an NPC's mode. So I was thinking if you stepped onto an invisible event, it triggers the person's mode 2 which checks to see its variables if its looking that way, which branches into either ignoring you (not looking) or capturing/fighting you. However I could only seem to change the character's mode instead of triggering its effect.

Second is the NPC's movement/facing. Since I had originally thought events could envoke NPC actions, I was going to use an autoevent to envoke the guard to turn around/move about. Another huge misconception was the movement event which I thought could be used to make the NPC move where you want it.

The final product was supposed to work like this:

When you enter the place the guards get told by an invisible event to start moving. They go through thier own modes (which apparently will only be invoked by talking to them manually), one mode turn then walk that way, the next is turn around walk that way. Then touch-events would detect where you're going, then checks whether the guards are in a mode that could see you, in which case it starts a capture/fight the guard event. Anyway I was stupid to have assumed this too easily.

I had thought of another thing for this too - a sort-of covert kill on the guards. Assuming the sneaking game was working - you could walk up behind the guards (not being seen = not triggering any event) and press the X button to talk to him regularly. What this does is make a small cutscene/dialouge about the hero knocking out/stealth killing the guard to disable his search capabilities. All you needed to do was disable his display when you talk to him after a little stealth kill dialouge... Of course this makes him disappear which isn't very gratifying - also theres no real scene of your stealth kill skillz so its pretty bland, but with good storytelling I bet you could make something up - provided you make a decent sneaking game.

I think, with all the limits, you really can't make the guard turn around and sneak while they aren't looking. I do think, however, you could make a puzzle type game where theres a row of guards lined up together and you need to kill them in a specific order otherwise the previous one would see you kill the next. Unfortunately I don't think you can control the erratic turning of the NPC characters - maybe you could find an idle animation that doesn't turn. Or I dunno...

Again, sorry for the wrong info.

Slash Jack
01-16-2006, 06:05 PM
Does anyone remember that ice/sliding puzzle in pokemon gold/silver? - ie if you step onto the ice, it takes you skidding in the direction you're facing until you hit something. Kind of like a maze but a bit more fun. That's quite a neat puzzle to throw in somewhere!

Vonwert
01-16-2006, 08:49 PM
I did that in both "Treasure Hunters" and "Cursed Desires"

tjoris9
01-17-2006, 12:30 PM
I have a stealth game in Fatal Insanity. It's not terribly elaborate (And kind of rated M because of some sexual humor, then again, what isn't in FI?), but it's the best I figure a stealth game can become in RPGM3, barring some creative puzzle design :D.

cnote
01-18-2006, 10:22 PM
I made a kick ass nod to The Deer Hunter, with a russian roulette game.
it's basically decision branch 4 choice, 1 bullet/ 3 empty. close eyes, hold down d-pad
to cycle through 4 pull trigger boxes, hit X open eyes and watch the storyteller.
you battle, savage, deniro and walken . it gets harder as you go, ending with 3 bullets 1 empty. on the third game. if you die, you wake up in your grave and are summoned back to a grave yard kinda far from the house where you die.

I also made a 3 card monte game using the devil and angel theme.

keij
01-27-2006, 12:27 PM
wow,lol i never thought of mini games lol
thnx for the idea :)

Perversion
02-13-2006, 08:15 PM
I made a really simple puzzle...you have to touch 4 statues in the correct order, and it unlocks a "magically sealed" treasure chest. Unfortunately, instead of putting something simple (like an item or weapon) in the chest, I made it the beginning of a subplot/side quest. I spent 10-12 hours making this plotline, and used up probably 5-8% if not more of my memory capacity. It turned out to be really complex. However, I'm kind of kicking myself, because I spent all this time and memory usage on this plotline, and some people who play my game will never once even happen upon it. Ugh. Anyway, I took a short (2 month) breather from my opus, but I'm beginning to work on it heavily again. Whoever posted that I was going to get burned out making a game with multiple guilds you can join, an alignment system, and multiple endings was right...for 2 months anyway. Hope to have the game posted sometime (soon?)...

Xobie
02-13-2006, 09:16 PM
I made a really simple puzzle...you have to touch 4 statues in the correct order, and it unlocks a "magically sealed" treasure chest. Unfortunately, instead of putting something simple (like an item or weapon) in the chest, I made it the beginning of a subplot/side quest. I spent 10-12 hours making this plotline, and used up probably 5-8% if not more of my memory capacity. It turned out to be really complex. However, I'm kind of kicking myself, because I spent all this time and memory usage on this plotline, and some people who play my game will never once even happen upon it. Ugh. Anyway, I took a short (2 month) breather from my opus, but I'm beginning to work on it heavily again. Whoever posted that I was going to get burned out making a game with multiple guilds you can join, an alignment system, and multiple endings was right...for 2 months anyway. Hope to have the game posted sometime (soon?)...
I have spent close to 2 months on side quests that nobody can find, like right next to the final boss of my game "Foster Child" there are 2 statues on either side of him. The object is to just talk to the guy, and nobody notices that the statues behind him are crooked.
One of the statues puts you in the place of a young man off to battle school, and pretends to be a student, until he finds a way into the catacombs to steal the school treasure,
and the other statue puts you in the place of an old character that you met early on in the game, and shows you what they did after you were out of there lives, it turns out she became a world explorer, joined by an old boss you fought too, and went to find a great treasure.
Those two mini games show what happened to characters you met early on in the game and left, it adds more detail to the story line as well, I dont even need to make them more appearant, if you notice them, you get extra fun, and if you beat both of them, you get a secret character, along with tons of exp. Don't put you mini game off because of the unavalibility, it's cooler that way if no one can find it.

hitogoroshi
02-15-2006, 05:57 PM
One of the statues puts you in the place of a young man off to battle school, and pretends to be a student, until he finds a way into the catacombs to steal the school treasure,
Battle School like Ender Wiggin battle school? Or I didn't know battle school was used already battle school?

Xobie
02-15-2006, 06:52 PM
Battle School like Ender Wiggin battle school? Or I didn't know battle school was used already battle school?
Hmmm, damn, is battle school used? I really didn't put much time into it, it was really just the catacombs I worked on, which you got to through the battle school. Tell me about this other battle school.

hitogoroshi
02-15-2006, 08:45 PM
It's in a sci-fi story, Enders Game. It's a school in space that has a null-gravity area for a game kinda like floating lazer tag.
Yours sounds different enough, it just made me wonder, as Enders game is one of my favorite books.

KennyKen
02-16-2006, 05:46 PM
I've got something kind of sweet, its more of a side-quest than a mini-game. I've set up a police station where you can look at wanted posters. I've set up each one up using storyteller. It gives a description of the criminal as well as a clue as to their whereabouts. Some are armed and dangerous and will fight you and some will give up right away. I set up invisible touch events around the game world in order to activate each encounter, of course after you capture each one rewards ensue. Its simple but fun to do as you adventure.
I'm currently working on one where you battle a character without using the battle screen.it's nothing too complex, just using the animation and screen effects to simulate battle actions. Its basically a rock, paper, scissors system with a little flair. I'm using certain variables that I track for more of a random attack pattern.

Perversion
03-30-2006, 06:56 PM
I have a gambling minigame in my main game, and I added a new puzzle that the player needs to solve before completing the game. The other puzzle was for an optional side quest. This new one involves three dead sisters' tombstones, and placing each one's favorite food on her gravesite. It's pretty simple, really, because an old woman in town gives a major hint as to which food to place on which grave. Just thought I'd add this to bring this old topic to the forefront once again.

Pagerron
03-30-2006, 10:17 PM
I recently played Vonwert's "Whispers in the Woods" since I finally got a Max Drive. Woo Hoo!! He has lots of interesting puzzles and brainteasers in his game. It's worth checking out.

Perversion
03-31-2006, 12:51 PM
I recently played Vonwert's "Whispers in the Woods" since I finally got a Max Drive. Woo Hoo!! He has lots of interesting puzzles and brainteasers in his game. It's worth checking out.


I've been playing "Whispers in the woods" myself, and I'm quite impressed. So far, it's the best game I downloaded for RPGM3. It's not boring like some of the others. Hopefully my game will not be boring either.

Trebsay
06-04-2006, 11:57 PM
* bump *

sorry but this is a wicked topic... its totally inspiring me. Heres one thing i had... ( its a little like sabrinas gym on pokemon(hehe))

Where you warp through the parts of the dungeon, and at the end you fight a mini boss and warp away. Its not much work, but you can get in over your head doing it. Like some warping battles, I am not great with events but i am getting better!

And that hidden mini-games is kinda inspiring to me. I dunno why, but its sounds cool.