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Spellthief - GBJAM6

A tight puzzle platformer swimming in thievery. · By Z.

I loved the lock picking system!Can you help me replicate it

A topic by Infamust created Aug 22, 2020 Views: 391 Replies: 6
Viewing posts 1 to 6

I also use gamemaker and am working on a game which can use the system you had in place for lockpicking hoped you could guide me how you achieved to make it

(+3)

I really liked it but I found it a little difficult. I kept getting the arrows confused :P

It's bad. Doesn't make any sense.

the lockpicking system really frustrates me, maybe there should be some way to go around it if you go through an additional challange (maybe if you get to the chest fast enough?)

Developer

The lockpicking has _definitely_ been a divisive mechanic in the game. Broadly I liked the challenge of things but having a DDR challenge at the end of a platforming segment was targeting a very _specific_ cross section of players.

Honestly, it's been forever since I've looked at this code (and I'd probably tackle it differently now) but if you want to see how I went about implementing it here's the object that contained all of the logic for the lockpicking: http://bit.ly/STlockpicking

You should be able to drop that into your project and start messing with it if you want.

The core of it uses an enum for up/down/left/right inputs (which allows it to be used when referencing ds_lists to check for code input errors).

Then the object uses two ds_list objects. One is generated when the object is created AND whenever an incorrect input is made (which is what happens when the pins shuffle). The second ds_list is dynamically made as you make inputs.

At each step the object cycles through both ds_lists and checks to make sure they are the same. If it detects a missmatch then it shuffles things, resets the code and starts the process over.

Thank You!

I like the lockpicking using the arrows but the timing is waaaay too tight haha