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Not sure why it's doing that for you. It just works for me. Each input tile sets a variable, and then an event checks if each variable is equal to the correct number, and when they all are correct it opens up a bridge to the boss. If you put the wrong number into the sudoku tile, there are events that allow you change the display number by turning on and off switches, which allow new input of the variable. I double checked each event and they seem flawless to me unless something is fundamentally flawed with my entire idea in which case lol, I'm screwed. I've tested each puzzle at least 3 or 4 times (especially level 1) without a bug. I even purposefully screwed up a couple random numbers during the input, then changed them to the correct numbers, and it worked, so I really have no clue what's going on. Try it on a different computer maybe, one without any other RPGMaker RTP that might conflict? Just a wild guess. I use Windows 10 and Don Miguel's RPGMaker so maybe since it's an old program your computer doesn't process the events correctly if you're on Windows 11 or Linux.

I've looked at the code, lol I gotta admit I don't know exactly what's going on with it, can't even find the event which your talking about which checks all the switches.  Maybe it's my version of RPG Maker 2000, I use the steam version if that helps. I use windows 10 as well, so it can't be that... Jimmy's Adventure IV didn't work as well, I couldn't get past the first puzzle, even though I put all the barrels in the right place.  So if I had to take a guess it's your version of RPG Maker 2000.  You might wanna consider upgrading it.

Oh nevermind, I found the event... I'll check the solution against mine and I'll get back to you.

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Nope, no problems... 

Also, even though technically you don't have any errors in your eventing, I think you've still went about it in the wrong way. I think having a parallel event for checking whether you've completed the puzzle is a bad way to check, a common event played in the actual number box event when you enter in a number would probably be better and could result in less weird problems.

Also why did you use switches for each of the numbers? Seems kinda useless, you can simply use variables for changing the graphics too. And having a million parallel events for simply checking whether a number has been changed and changing the graphics is a bad idea as well, again, tie it to a variable, instead of a switch, you can cut out the parallel events.  They're very, very costly and are probably causing the weird errors. Each of them run 60 times per second, and you have a lot of them...

Sorry for being such a downer.  It really is a unique idea, and you have a great artstyle.  But how you event is kinda bad.  I think it's what's causing the problems.

I'm not sure how I'd display a number tile without a parallel event, and since there are 46 tiles for blank spaces that means 46 parallel events. Also, the switches A1-A9 for example, require a constantly running "check" right? If it was a one-time event, then if the player makes a mistake they couldn't change their answer. That's why the switches turn off and on, to change the display, and you can change the tile variable. It also just works fine for me and shouldn't be broken. Same with Jimmy's Adventure IV. If you push the barrel into the right spot, you then press Z again and it should disappear and make a confirmation sound effect. The barrels going into the right spots then unlock bridges which require switches to be on. Again it worked a million times for me when I made the game and to this day. If it doesn't work then uh, sorry lol. I appreciate you trying them though, glad you had fun with the sudoku puzzle at least. I'll use an updated version of RPGMaker if you can send me a download link (I've been looking for RPGMaker XP forever and can't find links and don't trust piratebay downloads). I can't pay for it and even if I could I don't want to use Steam or whatever. I hate Steam.

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No, they don't need a constantly running check.  Think about it. The only time you should check for when you get all the numbers is the precise moment you enter a number, not a parallel event, it's extremely wasteful. And changing the display of the numbers only needs variables, not switches, it's hard to explain, but the events can change pages without needing a separate parallel event. You already have a variable, that's all you need.

Come to think about it... Wait for a bit.  I'll make a prototype with my own version of a code puzzle and show you how it can be done better, without it turning into spagetti and relying on so many parallel events, and I'll send you a link so you can look. That is if I'm right... If I'm wrong I'll eat my words lol.

Anyway, here's my own version of a code breaking puzzle using event numbers...

https://barako-the-pirate.itch.io/code-breaker

As you can see, you don't need parallel events for this particular thing you wanna do. Everything is done through a common event and the boxes in which you input numbers in. Far, far less for you to maintain and create.

Hopefully it's useful to you. If not, it's certainly useful for me! Your game gave me great ideas for number inputting puzzles in my own games!

LMAO wow that's simple. It took me hours and hours and hours of painstaking copypasting and manually editing the switches for those parallel events.

Yeah, I understand why you did what you did, it's weird how RPG Maker only allows you to set event pages by variables above a certain number... You can use it for a variety of things, as I'm sure you can imagine, like tracking story progress and such.

Thanks a bunch, I'd really like to know how to do it. I'll even update the game with the new events. I'm pretty dumb when it comes to anything that isn't default on RPGMaker.

Yeah, no problem! Again, it was helpful to me as well, I never really thought of doing codes the way you did them! I'll play it again when you do!

Do you have an email, Barako? It's so stupid how itch doesn't have private messages.

Sure! It's barakothepirate@gmail.com.