RMXP Puzzle Games?

Started by heylookitsmatt, May 16, 2009, 11:06:16 pm

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heylookitsmatt

I'm pretty sure this has been done, but I've been looking for some time now, and I can't seem to find it. Has anyone made a puzzle game in RMXP? By puzzle game, I mean like Bejeweled or Tetris. Specifically I was looking for a script that would check to see how many of the same type of objects are placed together. Example:

xooox
xxooo
xxxoo
xoxoo

In the above grid, the "x" on the top left is connected to a group of eight other "x"s that are each on the end of an unbroken chain of "x"s, whereas the one on the top right is not connected to any. Could (or has) someone made a script to, say, check how many of that type are in a group with a single object and then delete them all? I would love to use it to make a simple Magical Drop style puzzle game. Here's a video that might illustrate my point further: http://www.youtube.com/watch?v=NcIJfQyl76k

Starrodkirby86

Trickster made a Tetris Attack script. But because he left, the script doesn't exist anymore (It probably does in some archives).

If I can find it again, I'll upload it for you.

There are many puzzle games in RMXP; it's just not in the way you described it. In the Projects Board, I'm sure 'Shadows' and 'Ice' are puzzle games. :)

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




heylookitsmatt

Yeah, that's the kind of game I'm talking about, but I believe Tetris Attack checks for same colored objects in a row. These would have to be "chains" like in Puyo Puyo (again, video examle: http://www.youtube.com/watch?v=0cHkxadIMfg.) In Game Maker I would use a loop to check for adjacent objects, then check for adjacent objects to them, and so on. Could something like that be done in RMXP scripts?

Starrodkirby86

I'm sure RPG Maker XP has the capabilities of doing something like that.

If you want to study on how Trickster did his script for Tetris Attack, I managed to locate a demo online of it...I lost my other one apparently. >_>; Dude, Trickster had very good ways of hiding his scripts, thank god for Koreans and their archivals.

http://www.sendspace.com/file/x0qy0v

You can use it a study tool to see how it works at all.

If this discussion is actually going to be scripting related, I will move it to its appropriate section.

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




heylookitsmatt

Well, I guess you can move it to scripts, but could this be done with events? IE, could you make events check their neighbors to see if they match? Anyway, I really wanted to make this to be the combat system. You link the colors to actions your character can take (ie red blocks cast a spell, blue blocks attack, green regain mana, etc.) The game would show the enemy like the standard combat system, but instead of taking turns, you have to frantically match colors. The faster you are, the more often you hit, and your enemy will be attacking you in real time, so you'd better hurry!

Here's the demo I made in Game Maker back when it was going to be an item crafting minigame:
http://depositfiles.com/files/ygedj3x0j
Arrow keys move your cursor, Z lifts blocks and X drops them. There is a timer that is replenished when you make a move, so go fast! Graphics are all by me.

Does anyone like the idea? Is anyone able to help? The demo was made using loops and arrays, but perhaps this can be handled on the event level.