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DARKANINE
10-23-12 07:11 PM
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Can't come up with good puzzles >_<

 

10-23-12 07:11 PM
DARKANINE is Offline
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Does anyone have a good idea for a dungeon puzzle? I've got nothing original other then some boulder pushing stuff and maybe a few switch puzzles(Which we can all agree on,suck)
If anyone has a good dungeon puzzle idea I'll pay then 1000 vizz
Does anyone have a good idea for a dungeon puzzle? I've got nothing original other then some boulder pushing stuff and maybe a few switch puzzles(Which we can all agree on,suck)
If anyone has a good dungeon puzzle idea I'll pay then 1000 vizz
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10-23-12 07:17 PM
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I'm using an idea I got based off of a few things from playing "ib"... how about you put different numbers around, and people have to try to find all the numbers, and then figure out what order they go in... something like that.
I'm using an idea I got based off of a few things from playing "ib"... how about you put different numbers around, and people have to try to find all the numbers, and then figure out what order they go in... something like that.
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10-23-12 09:16 PM
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My best advice is to play professional RPGs (particularly ones that you like) and see what they did. That may give puzzle ideas.

If you don't want to do block puzzles, how about some advanced gimmicks where you need to use an item on an object to unlock paths?

Some examples of this would be the Sorcerer's Ring found in a few different games in the Tales series. Here, you shoot a ring at different parts of the dungeon to unlock paths. You can also involve different elements where you have a charging station that changes the current element of the ring. Later in with this theme, you can require the user to go back and forth between different elements, using them as appropriate to solve the puzzle. If the ring was fire, perhaps it lights torches... if it was ice, it might create new ice blocks to walk on.

Speaking of ice, have you ever thought of a sliding ice puzzle? Basically, once the character steps on the ice, they're forced to travel in the direction the moved until they hit a wall of some sort. You can have blocks/boulders lining the outer edge at spots that they can push onto the ice (these will also slide until they hit something) and if they place them at the right points, they can use these to catch themselves and then move towards the desired exit. So like if they stop by hitting a rock in the middle of the ice area, they can push another direction to slide that way and hit something else.

My favorite puzzles are split-the-party ones, though. This has been featured in a couple of Wild ARMs games as well as the end of Final Fantasy VI. You basically split up the party into groups (or just individual members if there aren't that many) and each person goes to explore a different part of the dungeon. You have switches and stuff they can hit which alter a different part of the dungeon and you basically need teamwork between your party members. Every one has to go a little ways and unlock the next bit for another party member and you switch back and forth as needed.

I hope those ideas actually make sense... not sure how well/clearly I worded them.
My best advice is to play professional RPGs (particularly ones that you like) and see what they did. That may give puzzle ideas.

If you don't want to do block puzzles, how about some advanced gimmicks where you need to use an item on an object to unlock paths?

Some examples of this would be the Sorcerer's Ring found in a few different games in the Tales series. Here, you shoot a ring at different parts of the dungeon to unlock paths. You can also involve different elements where you have a charging station that changes the current element of the ring. Later in with this theme, you can require the user to go back and forth between different elements, using them as appropriate to solve the puzzle. If the ring was fire, perhaps it lights torches... if it was ice, it might create new ice blocks to walk on.

Speaking of ice, have you ever thought of a sliding ice puzzle? Basically, once the character steps on the ice, they're forced to travel in the direction the moved until they hit a wall of some sort. You can have blocks/boulders lining the outer edge at spots that they can push onto the ice (these will also slide until they hit something) and if they place them at the right points, they can use these to catch themselves and then move towards the desired exit. So like if they stop by hitting a rock in the middle of the ice area, they can push another direction to slide that way and hit something else.

My favorite puzzles are split-the-party ones, though. This has been featured in a couple of Wild ARMs games as well as the end of Final Fantasy VI. You basically split up the party into groups (or just individual members if there aren't that many) and each person goes to explore a different part of the dungeon. You have switches and stuff they can hit which alter a different part of the dungeon and you basically need teamwork between your party members. Every one has to go a little ways and unlock the next bit for another party member and you switch back and forth as needed.

I hope those ideas actually make sense... not sure how well/clearly I worded them.
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10-23-12 10:05 PM
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Crazy Li : I'm not sure how to make the ring puzzle thing(It was from Tales of symphonia right?) but I like the split party puzzle which seems mildly easly to use (gotta figure out how to make a easy way to switch parties,maybe just using basic events)
Crazy Li : I'm not sure how to make the ring puzzle thing(It was from Tales of symphonia right?) but I like the split party puzzle which seems mildly easly to use (gotta figure out how to make a easy way to switch parties,maybe just using basic events)
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10-23-12 10:57 PM
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For the Ring, you'd probably wanna assign a specific button to that function and then have that button press trigger an event that depending on whether or not you're in a dungeon and the state of the ring, it performs whatever action it should perform at that location. It's a little complicated, but doable... You might hafta use a little RGSS to get it done... though it MIGHT be possible via a Common Event alternatively.
For the Ring, you'd probably wanna assign a specific button to that function and then have that button press trigger an event that depending on whether or not you're in a dungeon and the state of the ring, it performs whatever action it should perform at that location. It's a little complicated, but doable... You might hafta use a little RGSS to get it done... though it MIGHT be possible via a Common Event alternatively.
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10-25-12 03:04 PM
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Okay I think I figured it out,I'm using yanfly's button common event script to set it to a button so far I'm thinking that it might just be used to find secrets or something by switching certain switches on
Okay I think I figured it out,I'm using yanfly's button common event script to set it to a button so far I'm thinking that it might just be used to find secrets or something by switching certain switches on
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05-12-13 12:16 PM
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I made a few games and for puzzles, and have a few puzzle ideas:
1. You could make the entire dungeon revolve around manipulating a certain element to progress. For instance, you can make it so at certain points, you can talk to crystals, the crystals would then take you to a different but very similar room that is supposed to represent a different time period, you can make the player solve basic puzzles, like if there is a broken bridge, then you can use the crystal that takes you to the past to go when the bridge was recently built and still standing. So in other words, you can make the player travel between two different but similar worlds.
2. It may help to design puzzles first, and dungeons later, this helps because if you make a puzzle where you have to escape a jail cell, then you can create a dungeon tailored just to house some of your puzzles. If you make the dungeons first, you may have difficulty cramming the puzzles in to the pre made rooms.
3. Know any good riddles? Maybe you can try to incorporate them into your game somehow, like the chicken, grain, and wolf over the river in a boat riddle (if you don't know what that is then Google it). You can make an event change the riddle a bit to suit the location and setting of the game.
4. If all else fails, just add a NPC that asks random riddles, like a sphinx.

Hope that helps!
I made a few games and for puzzles, and have a few puzzle ideas:
1. You could make the entire dungeon revolve around manipulating a certain element to progress. For instance, you can make it so at certain points, you can talk to crystals, the crystals would then take you to a different but very similar room that is supposed to represent a different time period, you can make the player solve basic puzzles, like if there is a broken bridge, then you can use the crystal that takes you to the past to go when the bridge was recently built and still standing. So in other words, you can make the player travel between two different but similar worlds.
2. It may help to design puzzles first, and dungeons later, this helps because if you make a puzzle where you have to escape a jail cell, then you can create a dungeon tailored just to house some of your puzzles. If you make the dungeons first, you may have difficulty cramming the puzzles in to the pre made rooms.
3. Know any good riddles? Maybe you can try to incorporate them into your game somehow, like the chicken, grain, and wolf over the river in a boat riddle (if you don't know what that is then Google it). You can make an event change the riddle a bit to suit the location and setting of the game.
4. If all else fails, just add a NPC that asks random riddles, like a sphinx.

Hope that helps!
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07-03-13 03:11 PM
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Check this out. I was just as confused by this as you will be. This old man wants to trap kids inside a magical book just for his amusement. Seriously, if he hates bookworms so much, why does he even run a library? The library also has a weird castle-like structure to it. The man himself, Ignamus Mortimer Meen, is also really...disturbing.

http://www.youtube.com/watch?v=fpF6Wkyy6zU

Check this out. I was just as confused by this as you will be. This old man wants to trap kids inside a magical book just for his amusement. Seriously, if he hates bookworms so much, why does he even run a library? The library also has a weird castle-like structure to it. The man himself, Ignamus Mortimer Meen, is also really...disturbing.

http://www.youtube.com/watch?v=fpF6Wkyy6zU

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07-03-13 04:42 PM
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besides the "ib" idea, you could try to do something where you have to clear a line out of the way... kind of like Tetris, or something like that, you know. 
besides the "ib" idea, you could try to do something where you have to clear a line out of the way... kind of like Tetris, or something like that, you know. 
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10-01-13 12:49 PM
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Maybe the dungeon could involve having to carry something with you throughout it. Like the Companion Cube levels in Portal. Or you can only have one locked door with a bunch of locks and you have to go around finding all the keys for that one door.
Maybe the dungeon could involve having to carry something with you throughout it. Like the Companion Cube levels in Portal. Or you can only have one locked door with a bunch of locks and you have to go around finding all the keys for that one door.
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10-30-13 08:13 PM
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Well, I have never made a game, so I don't if I can be of any help, but I like puzzles. Some of the best ones I've encountered so far are from Golden Sun (many light and pushing puzzles as well as ability-activated puzzles), Chrono Trigger (time-solving), Lunar: Silver Star Story (I almost always get stuck wandering the last castle for an hour or two), and recently I played The Star Stealing Prince made by Star Cadets and it had a really good (somewhat difficult) statue puzzle where you had ask for clues from each statue in order to give them their names back. There were a lot of statues and I had to use a pen and paper... I hope that helps a little!
Well, I have never made a game, so I don't if I can be of any help, but I like puzzles. Some of the best ones I've encountered so far are from Golden Sun (many light and pushing puzzles as well as ability-activated puzzles), Chrono Trigger (time-solving), Lunar: Silver Star Story (I almost always get stuck wandering the last castle for an hour or two), and recently I played The Star Stealing Prince made by Star Cadets and it had a really good (somewhat difficult) statue puzzle where you had ask for clues from each statue in order to give them their names back. There were a lot of statues and I had to use a pen and paper... I hope that helps a little!
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