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block puzzle tool

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#1 Hoten

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Posted 03 January 2014 - 03:48 AM

Hey guys, today I got the idea to make a block pushing puzzle game, inspired by the ones in Zelda. When I finish in a few days time, I suspect it could be a useful tool for quest makers here. I don't really know how long it takes to set up a puzzle in the editor and test it out, but I'm pretty certain it would be much faster to use my tool. I hope it will help someone one day!

 

Should be ready in a couple of days. So far, I've got this: http://www.hotengames.com/blocks/

 

Could someone here reassure me that I am doing the blocks correctly? As in, are lighter blocks usually pushable infinite times, and darker ones just once? It's been a while, a refresher would be great.



#2 Eddy

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Posted 03 January 2014 - 07:13 AM

The dark blocks in ZC quests usually can be pushed infinite times when you have the Power Bracelet upgrade. Blocks that can be infinitely pushed 4-ways usually have a circle in the middle to indicate that it can be pushed anywhere.

 

Sometimes in tilesets you have even darker blocks than the one you've shown. Those usually can be pushed with the L2 Power Glove upgrade.



#3 Avaro

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Posted 03 January 2014 - 08:53 AM

The problem is that it's up to the quest maker what types of blocks are pushable only once, what blocks require the bracelet, etc. You should probably make this program very customizable. You should also get the screen dimension right, because screens can't be THAT big. I wish they could :)

You are also missing a few things, for example "no pushblock" tiles, where only Link can walk on. You'll also have to remind that push blocks can't be pushed anymore once they are on a block trigger. There are scriptable work-arounds and such, but I have only done it in 1 of my quests so far.

But this thing should definetly be a good help for people who want to think of a simple block puzzle.

Are you are planning to make your tool into a real game, with Levels to solve, or is it an editor only? :D

#4 anikom15

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Posted 03 January 2014 - 12:03 PM

You stole my idea :P



#5 Hoten

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Posted 03 January 2014 - 01:53 PM

The dark blocks in ZC quests usually can be pushed infinite times when you have the Power Bracelet upgrade. Blocks that can be infinitely pushed 4-ways usually have a circle in the middle to indicate that it can be pushed anywhere.

 

Sometimes in tilesets you have even darker blocks than the one you've shown. Those usually can be pushed with the L2 Power Glove upgrade.

 

Darn, I got it all wrong :P

 

The problem is that it's up to the quest maker what types of blocks are pushable only once, what blocks require the bracelet, etc. You should probably make this program very customizable. You should also get the screen dimension right, because screens can't be THAT big. I wish they could :)

You are also missing a few things, for example "no pushblock" tiles, where only Link can walk on. You'll also have to remind that push blocks can't be pushed anymore once they are on a block trigger. There are scriptable work-arounds and such, but I have only done it in 1 of my quests so far.

But this thing should definetly be a good help for people who want to think of a simple block puzzle.

Are you are planning to make your tool into a real game, with Levels to solve, or is it an editor only? :D

 

I would rather keep which blocks can be pushed once/many times consistent. I get that it is up to the designer how exactly blocks function, but I trust keeping it simple on my end won't be a problem for anyone. Do you think how it is now would work in that regard?

 

And the screen size, I can add a way to change the field size. I like the big screen though, it'll allow for larger puzzles outside the context of ZC.

 

I had forgotten about the no push block flags! I'll add those neat little floor framing tiles to indicate those. - actually, that may be a tad involved. Perhaps I'll just do grass for the no push tiles.

 

I'm gonna start with just the editor with level importing/exporting. Maybe later on I'll add an official level list and call it a game :)

 

You stole my idea :P

 

:P


Edited by Hoten, 03 January 2014 - 01:55 PM.


#6 Eddy

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Posted 03 January 2014 - 02:14 PM

Darn, I got it all wrong :P

Note that I said "usually" and "sometimes" you can change this completely though if you wish to :P



#7 Hoten

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Posted 04 January 2014 - 02:21 AM

Coming along nicely so far.

 

http://www.hotengames.com/blocks/

 

Added triggers/win condition, nice transitions, sand (for no pushblock flag), puzzle importing (no exporting yet because no editor)

 

Tomorrow after work I'll be able to cook up an editor and fix whatever bugs/graphical inconsistencies I've noticed so far.

 

sample puzzle code (it is just random really, not a true puzzle):

13 7
AAAAAAAAAAAAAAAAAAAAAAAAAA
A.h.....,.,..e.....,..,..A
A,....,..,,...,,,.......,A
A..E...,...,.........,,..A
A...K.,,,.......,......m.A
Al.........,.....,.......A
A,...d..t...g..........,BA
A...,.,,......,..,,...,..A
A.....n,,..,....,.,....,.A
Abf.........,.........,..A
A,....d........,,.......tA
An.,.............t...,...A
A...k........,..,b,g.,...A
A..........i........M....A
AAAAAAAAAAAAAAAAAAAAAAAAAA

here's a key. for the dedicated enough you could create puzzles via the text area found in on the webpage

the first line has two number separated by a space, representing where the player starts

. = grass
, = sand (can't push block onto sand)
t = trigger

a = no push block

(following are many-push blocks)
b = any direction
c = left/right
d = up/down
e = up
f = down
g = left
h = right

i,j,k,l,m,n,o are one-push, and follow the same pattern

also, lowercase means that there is sand beneath the block. uppercase means there is grass.

Edited by Hoten, 04 January 2014 - 02:21 AM.




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