Puzzle Design Thread (for classic adventure Lucasarts style or Sierra)

  • #40, by afrlmeWednesday, 07. June 2017, 18:12 7 years ago
    There's plenty of other types of puzzles I could probably mention such as hidden objects mini-games. Match mini-games

    I would love to figure out how to do Match 3 puzzles inside of Visionaire.  Is that what you are referring to?  I'm not afraid of scripting but I just don't know where to begin since VS isn't like a generic game engine with drawing functions.  At least not that I know of.
    I'd recommend using a Lua table. Then randomly rotating the content into the table to randomize it. You can then use the values in the table to determine what would be hidden behind each tile/cover & check if x tile = same value a y tile, etc.

    But yeah I was probably referring to those kind of puzzles, I dunno.

    Imperator

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  • #41, by ElerionFriday, 09. June 2017, 09:01 7 years ago
    hi guys,

    Great post! very interesting and quite intriguing while trying to think on specific actions smile

    I was thinking on mini-games such as "Memory": imagine 8 reversed cards and you have to match the same symbol. Every time you play the game symbols are in different positions. How could we do that?

    I was thinking in...

    left click on Card 1 --> Show image (X symbol) and condition "SymbolX1" = true

    left click on Card "X" --> Show image (X symbol) and condition "SymbolX2" = true

    If condition "SymbolX1" & "SymbolX2" = true
    sound "victory"
    Else 
    Hide both images in Card 1 and Card  "X"
    Change conditions to false

    I assume than in this case you have to create several conditions. What I don't really know is how can we randomise the symbol positions at any time the player wants to try the minigame...

    Thanks!

    Newbie

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  • #42, by afrlmeFriday, 09. June 2017, 12:30 7 years ago
    It would require a lot of work to randomize things like that with the built in action parts, conditions & values alone, which is why it's simpler or at least in my case recommened you use Lua script to create a table to store the values inside of.

    Think of the table as a grid. Say you have 2 rows & 4 colums, which would be a 2x4 grid consisting of 8 items in total. You can add the names of each of the items into one of the table indexes & then using a bit of Lua & math.random trickery you can sort the table entries randomly.

    Here's a quick example of a Lua table...
    mg_1 = {"apple", "apple", "pear", "pear", "grape", "grape", "strawberry", "strawberry"}

    I'm not going to go into exactly how to create a match game right now, as I will probably get something wrong trying to type it out off the top of my head, but if you want, you can check out the sliding puzzle script I shared on the wiki a while back as it shows setting up a table/grid that gets randomized at the start of the scene the puzzle is shown on.

    You can find the script & example here.

    Be warned though... this isn't really valid for a match game as it's to do with sliding grid tiles around & checking which direction they can be slid in. Match mini-game is somewhat simpler to script.

    Imperator

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  • #43, by ElerionFriday, 09. June 2017, 15:38 7 years ago
    Thanks! I will try to do this kind of puzzle. If it finally works I will paste here the code/required actions. In fact, it would be great that, in the future, we could share this kind of info according to puzzle creation! smile

    Newbie

    4 Posts

  • #44, by afrlmeFriday, 09. June 2017, 15:43 7 years ago
    People have shared their puzzle scripts on here before & I've shared mine & various other peoples via the script index page on the official wiki. We did used to have a template section on this forum - don't know if it's still there - which people used to post ved & resources for various puzzles & examples.

    There's stuff on my dropbox too: https://www.dropbox.com/sh/wgfa956ohxcfwya/AAAu5Xq7tVXGia_hG...

    Imperator

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  • #45, by ElerionFriday, 09. June 2017, 16:03 7 years ago
    People have shared their puzzle scripts on here before & I've shared mine & various other peoples via the script index page on the official wiki. We did used to have a template section on this forum - don't know if it's still there - which people used to post ved & resources for various puzzles & examples.

    There's stuff on my dropbox too: https://www.dropbox.com/sh/wgfa956ohxcfwya/AAAu5Xq7tVXGia_hG...

    Thanks for the references, the dropbox file and, in general, the amazing amount of help that you give us in this forum! 

    Newbie

    4 Posts

  • #46, by gabartsSunday, 11. June 2017, 10:09 7 years ago
    I'm trying to create a little safe lock puzzle for the scumm template (I need to complete the mini story), I'm doing without code (I've seen the Nigec and Andiliddel ideas too) but maybe a revised new LUA script would be better... if I get something decent you'll see in the template, meanwhile, any help is much appreciated! smile

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  • #47, by ke4Sunday, 11. June 2017, 11:00 7 years ago
    Just entered, didn't read the whole thread.
    What do you mean by the safe lock puzzle. A three sliders with numbers from 0 to 9, a correct combination of these three numbers?

    Key Killer

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  • #48, by afrlmeSunday, 11. June 2017, 12:14 7 years ago
    I'm trying to create a little safe lock puzzle for the scumm template (I need to complete the mini story), I'm doing without code (I've seen the Nigec and Andiliddel ideas too) but maybe a revised new LUA script would be better... if I get something decent you'll see in the template, meanwhile, any help is much appreciated! smile
    If it's the numbers one & you don't mind not animating the number rotation then you could use a display object text for each one attached to a VS value. Would save you from having to create loads of scene objects with static images & conditions or from having to force the frame(s) that should play of animations. I don't really know what you have in mind though - do you have a diagram or image handy?

    Imperator

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  • #49, by gabartsMonday, 12. June 2017, 11:19 7 years ago
    I still have to decide but I think the easiest solution is starting a dialog vs the safe lock and lock/unlock dialogue lines (as numbers of the combination). You may get also some different missing numbers from other things to complete the puzzle. This way I think is lot easier.

    The other classic method I would use let say 5 object in the safe lock (for example 0, 30, 50, 70, 90). You have 5 clicks to get the right combination and you can click any of these numbers. After 5 clicks if right "next action" otherwise reset everything.

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  • #50, by gabartsTuesday, 20. June 2017, 14:52 7 years ago
    Here we are again smile
    Let say I have several goals to complete but you can complete in different order of course. Or like a score system at the end. I need sort of global value to check how many goals have been completed. Where to use this value and how to make it progressive? Hope is clear

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