The idea of these is to step on every tile in an area exactly once. They're apparently possible to implement without scripting, though I don't have any idea how.
You can make them solvable by designing the solution, then building solid objects around that.
I have written a setup for those who want to make such a puzzle. It only works in 2.5, because I'm using scripts.
A big pro is, that this doesn't use the secret system of ZC, so you could have a block puzzle or another trigger in the same screen if you want. Go to 4) to see how this will work.
1) The tiles
You need 3 tiles (not 3 combos, 3 graphics): A tile that has not been stepped on, the tile that is active, and a tile that has been stepped on already (the third is an unwalkable tile, so make it look like such). I used a green floor tile for the first, an orange floor tile for the second and a red for the third, but you can do the colours how you want.
You also need a tile for a block that disappears when the puzzle is solved.
2) Setting up the combos
This is how you set up the combos in the combo table. You can just ignore the "Explanations", if you want. You have to do it exactly as this, to prevent bugs.
All combos:
Restart Animation when Cycled To: Checked
Flag: 67 No Push Blocks (if you want)
1. combo:
Graphic: green tile
Combo Cycle: none
Frames: 0
Speed: 0
Type: Step->Next
2. combo:
Graphic: green tile
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
Explanation: This combo is used for the sound effect to play when Link steps on the green tile. To determine what sfx you want to use, look at the script section.
3. combo: (this HAS to come after the 2. combo in the combo table)
Graphic: orange tile
Combo Cycle: to the 4. combo.
Frames: 1
Speed: 0
Type: none
Explanation: This combo is used to make the 4. combo restart it's animation, since it would not restart if it's changed to, by the sound combo script
4. combo:
Graphic: orange tile
Combo Cycle: to the 5. combo.
Frames: 1
Speed: 1
Type: none
Explanation: This combo is used for the script, to make the 5. combo change to the 6. combo if this combo is on screen
5. combo:
Graphic: orange tile
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
6. combo: (this HAS to come after the 5. in the combo table)
You have to make this combo unwalkable, since Link is not allowed to step on it again.
Graphic: red tile
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
7. combo:
Unwalkable
Graphic: the block that will disappear when the puzzle is solved
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
8. combo: (this HAS to come after the 7. in the combo table)
Unwalkable
Graphic: the block that will disappear when the puzzle is solved
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
Explanation: This combo is used for the secret sound effect, that plays when you have solved the puzzle
9. combo: (this HAS to come after the 8. in the combo table)
Graphic: the disappeared block (a normal floor tile or something like that)
Combo Cycle: none
Frames: 0
Speed: 0
Type: none
3) Setting up the scripts
You need 3 scripts for this. The "ChangeCombosIfFound" script, the "ChangeCombosIfNotFound", the "SoundCombo" script and the "GiveUp" script. Here they are:
In every screen where you want to make such a puzzle, you have to place 4 FFC's with scripts attached to. If you want the player to be able to restart the puzzle you also need a 5. FFC. Give these FFC's an invisible graphic (Note: Do not use Combo 0). You don't have to place them somewhere on the screen, just leave them at the top left corner.
1. FFC:
Script: changeCombosIfFound
Arguments
D0: Combo ID of the 4. Combo
D1: Combo ID of the 5. Combo
2. FFC:
Script: changeCombosIfNotFound
Arguments
D0: Combo ID of the 1. Combo
D1: Combo ID of the 7. Combo
3. FFC:
Script: soundCombo
Arguments
D0: Combo ID of the 2. Combo
D1: The ID of the SFX to play when you step on a green tile
4. FFC:
Script: soundCombo
Arguments
D0: Combo ID of the 8. Combo
D1: The ID of the SFX to play when you have solved the puzzle (27 would be the secret sound)
5. FFC:
Script: giveUp
Arguments
none
This script will make it possible to reset the screen if L is pressed. It will warp you to the screen where you are, so you have to set the blue warp return point A.
4) Placing the Puzzle
You only need to place the 1. combo, to make the puzzle and the 7. combo for the block that will disappear when the puzzle is solved. Only place the combos on layer 0.
This is how it will work: When Link steps on one of the green tiles, it will turn into an orange tile. The orange is still walkable. Now if Link steps on another green tile, the orange tile will turn into the red unwalkable tile. When Link has stepped on all green tiles, the block will disappear. You can still use secrets in this screen. That means you could combine this puzzle with a normal block puzzle in the same screen if you want.
I know, there might be easier ways to do this via scripts, but this will work without any problems.
Now make some puzzles ;D
Edited by Avataro, 14 April 2012 - 09:53 AM.


