Level 17: Creating a Puzzle Part 2



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Transcription:

Level 17: Creating a Puzzle Part 2 Welcome to Level 17 of the RPG Maker VX Introductory course. In the previous level we focused on various debugging features available to you during playtests. Lair. Step 40: Outlining the Puzzle Part 2 - left corner of our Level 2 map, is guard will only let the player pass if the player knows the secret code. The player will then have to search for the code. The guard will only move when the player can repeat a secret code. The secret code is a 3 digit number written on a sign somewhere on Level 2.

ll create the sign (Level 2, coordinates 025,038) where the player can find the 3 digit code. Finally, The question now is how does the player give the code to the guard? The simplest way would be to use of defeats the purpose of having the guard in the first place. Here we can make use of a new Command called the Input Number Command. This will require the player to remember the code and input it when asked by the guard. s Command to create the Event asking the player to input the code. Step 41: Variables in Use Preparing the Secret Code Creating the Sign Event *Creating a New Event

- the pop- up menu. *Graphic and optional settings. Since the tile is already in place, there is no need to set the graphic. The other settings may remain as they are. *The Show Text Command. Use the Show Text Command to create a message containing the secret code for when the player reads the sign. Double- message.

Creating the Guard Event *Creating a new Event. coordinates 015,027. Right- *Graphic and optional settings.

Double- click in the graphic box to s found second from the right in the top row of the Monster menu. *The graphic we have selected for this Event is only available in the full version of RPG Maker VX Inputting a Message with the Show Text Command *The Show Text Command Bring up the Show Text Command dialogue by double- Select the appropriate graphic from the Monster menu and type a message instructing the player that he can not proceed until he knows the secret code. *The Show Text Command. Command in the next step.

Setting the Input Number Command *Event Command List Page 1 Bring up the Event Command List by double- clicking on the bottom- *The Input Number Event Command

*Variable dialogue The Input Number Event Command is very similar to the Control Variables Event Command. Just as the name suggests, the player inputs a number which is then assigned to a Variable of our choosing. Click on setting to 3, since our secret code, 123, has 3 digits.

*Completed setting the Input Number Event Command. Conditional Branches The Input Number Event Command is limited to merely assigning a number input by the player to a certain variable, nothing more. In order to get our Event to work, we need to check the input number with the actual secret code to see if they match. To do this, we will make use of the Conditional Branch Event Code. This Event Command can be used to check the state of not only Switches and Variables, but the flow of Events accordingly.

*Event Command List Page 1 Rather than going into an extended explanation, it is simpler to just see this in action. Bring up the Event Command List by double- clicking on the bottom- page 1.

*Conditional Branch Event Command dialogue. With 4 tabs and a ton of settings, the Conditional Branch dialogue can be a bit intimidating at first. However, we need only worry about one setting right now. Check the Variable setting. *Checking the Variable setting.

The default will show Variable 0001:#of broken tablets. Click on the ellipse to the right of that and select The box above constant is set by default to is equal to. This means the number input by the player will be compared to the number we just input here. If the numbers are equal (the same), then the Event can proceed. Clicking on the to the right gives access to several options including greater than, less tom is checked. *Completed Conditional Branch setting. If we look at the finished code for the Conditional Branch Event Command, we see blue characters that

The Setting Up the Correct Code Event *When the playe

*The Show Text Event Command. - *The Control Switches Event Command.

- sure Single in the Switch pane is checked and click on the ellipse on the right. *Switch dialogue. e correct code Event is now configured.

Setting Up the Incorrect Code Event *When the player inputs the incorrect code. If the player makes a mistake, we need to inform him with a message and create a corresponding Event. *The Show Text Event Command.

Double- Creating Event Page 2 clearing th the Event Editor window. *Setting the Switch in the Conditions pane. Check the Switch box in the Conditions pane. Select Switch 0006:Entered the code.

This page will not execute until the Condition is met, so there is no need to set any graphic or other optional settings. Checking with a Playtest a play test. Important points to test are: Does the sign display the correct code? Are you able to input a number when speaking with the guard? When you input in a different code, does the appropriate message display? When you input in the correct code, does the appropriate message display? After inputting the correct code, does the guard disappear?

If your Event does not work as expected, then there may be a mistake in the Input Number or Conditional Branch Event Commands. Reread this Level and check each instruction one by one. Return to Table of Contents