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> My (extremely short) puzzle demo, Feedback wanted
rewells
post May 28 2012, 08:02 PM
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Hey y'all. I'm learning to design puzzles, possibly looking to design a whole game. I'd like a little feedback. I'm specifically looking for feedback on how I evented the puzzles. Are their easier ways to set the puzzles up? There is some inconsistency in this regard, as I learned more as I progressed. So far I only have 5 rooms. All of the puzzles are straight up lifted from Brainlord for SNES, a game I highly recommend for puzzle designers. Here is the link.


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kayden997
post May 28 2012, 09:13 PM
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Pretty good so far. I found no problems with the way you did it. As long as it runs fine then it should be fine.
Only thing I would suggest is make the boulders move when you touch them or remove the animation and replace the sound with one of the "RockX" sounds.


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thatbennyguy
post May 30 2012, 12:23 AM
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The first ones were easy, but the last one was pretty hard! I don't know if there's any way to do it other than the way I did it, but it was quite difficult... I didn't get all the black balls on there, only two black ones and one regular one... so keep it up dude!

The only thing I would say is that all those explosion animations weren't needed, a simple rolling animation would suffice happy.gif


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rewells
post May 30 2012, 07:04 PM
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Yeah that's the only way to do it, as far as I know. I'm thinking of making a remake/tribute to Brain Lord, using puzzles like this and the PR ABS, if I can figure out how it works (if you know it please let me know). Some puzzles I'm about to start working on:

-balls that chase you and run you over!
-disappearing floors
-there are a lot of panel jumping puzzles in BL, but I don't know how to make characters jump
-the default PR ABS script has bombs, fire balls and arrows! So I can incorporate them!

Any other ideas are welcome. As to the animation, I picked it because I thought it was funny. I'm of big fan of God of War and get a kick out of ridiculous things like punching boulders. But I'll take it out if people think it's annoying.


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Shaddow
post May 31 2012, 04:53 AM
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If you are using VX then you can add a jump key rather easy, using a common event.

Attached File  jump.png ( 25.18K ) Number of downloads: 13


This is just a rather simple example, moving you two spaces depending on how you are facing. You can add flare, such as dust when you jump or land, or whatever. The main thing you will need to do is make sure your character doesn't get stuck jumping somewhere they shouldn't be able too. That will take a bit more effort. I hope this helps.


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rewells
post Jun 4 2012, 12:28 PM
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Thanks! I knew how to do that, but is there a way that requires the player to press A while also pressing a directional button to jump in that direction, and if a directional button is not being pressed the sprite jumps in place (like jumping works in most commercial games)? And better yet, is there a way to make the character jump farther if you're dashing? For a puzzle that requires jumping, if I just have to look in a direction and jump there's no real challenge, so if I include jumping puzzles I want them to require good timing and pressing more than one button.

I'm trying to design something like the puzzle at 7:33 in this video. That'd also require making moving tiles and the possibility of falling. Any suggestions?


QUOTE (shaddowval @ May 31 2012, 08:53 AM) *
If you are using VX then you can add a jump key rather easy, using a common event.

Attached File  jump.png ( 25.18K ) Number of downloads: 13


This is just a rather simple example, moving you two spaces depending on how you are facing. You can add flare, such as dust when you jump or land, or whatever. The main thing you will need to do is make sure your character doesn't get stuck jumping somewhere they shouldn't be able too. That will take a bit more effort. I hope this helps.



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