Home > Tutorials > RPG Maker VX > PPM's VX Tutorial NO. 2: How to make a rock push puzzle in a dungeon.
PPM's VX Tutorial NO. 2: How to make a rock push puzzle in a dungeon. 
This is a simple guide explaining how to:
1. Push events
and
2. Make these events activate stuff when on a certain tile.
So. ONWARD!
~Step 1-1~
Designing the rock event.
The first step for making this event is deciding what you want it to do. If you want the rock to just be a pushable event, then set its trigger to player touch, and make its event command be:
"This Event:
1 Step Away from Player"
That means that when you touch the rock, it'll move away from the player by one tile.
Make sure it's set to "Wait for Completion" and "Skip if Cannot Move." If you want it to sound a little more real when you roll the rock, you can play a sound effect before and after the 1 Step Away command in the Move Route box.
If you don't plan to do anything besides moving the event, you're done.
If you DO want to do something else, continue reading.
~Step 1-2~
Making the rock do stuff.
After doing the above with the event, decide what you want the rock to do. Turn on a switch, or add to a variable. You may think "What's the difference?" It's a kind of big one. With variables, you only need to make one, so you aren't going to need to worry about the limit of 500. You can make as many rocks as you want without any worries. Using a switch, you can do the same things as a variable, but unlike variables, using a switch will not allow you the option of requiring all the rocks to be moved. However, unlike variables, using a switch will allow you to require a specific rock to be moved. What choice you make will affect your maps, but only by a few tiles.
~Step 1-3~
How to make the rock want a certain tile.
The first thing you need to do is go into the map editor, and find the tile you want to go to. Look in the lower left corner of RMVX to see that tile's X and Y coordinates. If you don't know which is which, the first one is the X, the other is the Y. Be careful! There are two sets of coordinates in the corner. One of them is the X and Y of the entire map. The way you can tell the difference is that the map area coordinates are preceded by the map's name, and put in parentheses, so it looks like this: 23: Map Name (50x12)
The ones you want look like this: 012,009.
Now, make your rock event, and after the move route part, put 2 commands. Both need to be a Control Variable command. This will need TWO SEPARATE VARIABLES. The first one you should name "Map X" or something like it, so you don't accidentally use it for something else. When you have that variable chosen for the event, choose "Set," and go down near the bottom where it says Character, and choose this event's Map X. Do the same for a second variable, but name it "Map Y", and set it to this event's map Y.
~Step 1-4~
This is the last part of Step 1. I swear.
After the variables are set, do a conditional branch for Variable "Map X"= (the X coordinate of the tile you want the rock to go to). Under the first section of the Conditional Branch, put another one. This one should be Variable "Map Y"= (the Y coordinate of the tile you want the rock to go to).
Under the first section of the Y conditional branch, add to the variable or turn on the switch you want.
Leave both Else sections alone. MAKE SURE YOUR Y BRANCH IS A RESULT OF THE X ONE. DO NOT MAKE THEM SEPARATE BRANCHES.
~Step 2~
Mapping. (Yes. It's Step 2. At last.)
If you want the event push to just be a pushable event, skip this part. If you want to make the rock/statue/whatever to go to a specific tile on the map, read on. e_e
You need to design your map according to what you want the rock to do when you get it to the tile. If it was a variable, you need to make sure that the tile is not in a place where the player can remove the rock and move it elsewhere. Also, make sure there is one passable tile on the opposite side of the tile from the direction you'll be able to move the rock from. I'll illustrate with a picture type thing, since that last sentance was kind of confusing.
x= Not Passable
o= Passable
c= Goal Tile
>,<,^,v= What direction you'll be able to move the rock from.
xxx
xox
oc<
x^
Hopefully, that cleared things up. This is important for the variable, because if you don't have the extra tile, then the player could keep on touching the rock to add to the variable. It would be a good idea to do the same for the switch, even though you can't abuse a switch like you can a variable.
If you use a switch, just make sure there's no way to remove the rock from the goal place.
A good idea to avoid confusing your players is to have a (PASSABLE) tile that sticks out from the surrounding tiles, so it screams at the player to put the rock there. Don't mark the spot with an event. Doing that will screw the entire thing, because events can't get on other events. If you're using Mack tiles, use one of those light blue design tiles to mark the place, or if you're using RTP, you could mark the spot with one of the Tile E squares, or you could use one of the pebbles or whatever from Tile D.
Wow. This is longer than most school papers I've written. :D
Enjoy.
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Details
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Tutorial:
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PPM's VX Tutorial NO. 2: How to make a rock push puzzle in a dungeon. |
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Date Listed:
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Fri, 23 Oct 2009 22:08:39 -0400 |
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Author:
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Paper PokéMaster
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Total Hits:
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2805 |
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