Nifflas' Support Forum

Level Editing Support => Saira Level Editing Support => Topic started by: LightningEagle on December 13, 2009, 19:10:07

Title: Customizable Puzzles
Post by: LightningEagle on December 13, 2009, 19:10:07
Now I wonder... would it be possible to create customizable puzzles... ?
For instance, the first one, in Lomond, is a simple labyrinth.

It could be recreated in a .ini file
# = walls
. = ... not walls...  :huh:
S = start
E = end
Code: [Select]
################
#..............#
#.############.#
#.#........#E#.#
#.#.##.#.#.#.#.#
#.#....#.#.#...#
#.#.####.#####.#
#.#..........#.#
#.######.#######
#......#.......#
#.######.##.##.#
#.#....#.#...#.#
#.#.##.#.#...#.#
#.#.#....#.S.#.#
#...#..#.#...#.#
################

Maybe someone could create a puzzler.ccn file which refered to a .ini file and looked up the puzzle of the number #. Then there could be a type parameter called labyrinth and some parameters in the same way that the tilesets are "encoded" (or whatever it is called) in the Planet.ini files.

.ini example
Code: [Select]
[Puzzle 1]
Type=Labyrinth
Row 0=################
Row 1=#..............#
Row 2=#.############.#
Row 3=#.#........#E#.#
Row 4=#.#.##.#.#.#.#.#
Row 5=#.#....#.#.#...#
Row 6=#.#.####.#####.#
Row 7=#.#..........#.#
Row 8=#.######.#######
Row 9=#......#.......#
Row 10=#.######.##.##.#
Row 11=#.#....#.#...#.#
Row 12=#.#.##.#.#...#.#
Row 13=#.#.#....#.S.#.#
Row 14=#...#..#.#...#.#
Row 15=################
[Puzzle 2]
Type=...

Wow.. that would be awesome.

If anyone with MMF2 could try out something like this it would be awesome.  :whoa:
Title: Re: Customizable Puzzles
Post by: Exp HP on December 13, 2009, 19:19:25
THAT WOULD BE AAAWWWWWWWESOMMMMMMMMME

Your idea really sounds like it could work.
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 13, 2009, 19:28:58
Also the programing puzzles from Goldschmidt could be drawn in a similar way.
As long as the puzzle has a standard I guess they'd be customizable. :)

there were some more I though of.. hmm  :huh:
Title: Re: Customizable Puzzles
Post by: fred052 on December 13, 2009, 19:30:15
It looks awesome! Too bad I don't know hot to use MMF2
Title: Re: Customizable Puzzles
Post by: Exp HP on December 13, 2009, 19:36:48
Actually, the .ini format might not be as good as just a simple ASCII format (as in, without the Row 0= stuff), because unless the variables can be stored in RAM as a list of key-value pairs like it appears in the .ini, then all puzzles would have to use the same variables.  So, for instance, if we were to use the example format you used here, then we would have to find a good, logical way to adapt all the various types of puzzles to be stored in up to 16 "rows".


Of course, it's not like that's difficult to adapt them.  For the puzzle that takes a Username and Password, it could be something like this:

[Puzzle 2]
Type=Log In
Row 0=JOE PLUMBER
Row 1=GIZA

But the point I'm trying to make is that it wouldn't be logical (and it could even be misleading) to always have, for example, 16 sets of data called rows.  It would make more sense to me if it had a loose text format so that each type of puzzle could have its own way of representing data.  Like this:
<Puzzle 1: Maze>
################
#..............#
#.############.#
#.#........#E#.#
#.#.##.#.#.#.#.#
#.#....#.#.#...#
#.#.####.#####.#
#.#..........#.#
#.######.#######
#......#.......#
#.######.##.##.#
#.#....#.#...#.#
#.#.##.#.#...#.#
#.#.#....#.S.#.#
#...#..#.#...#.#
################

<Puzzle 2: LogIn>
UN:JOE PLUMBER
PW:GIZA

<Puzzle 3: Shoot>
^><vv^<v>

<Puzzle 4: Maze>
######
#E..S#
######

Actually, I would prefer a binary format even more (more compact file, and easier for a program to read), but only if we would also make a puzzle editor; actually going into a file with a hex editor is too annoying.
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 13, 2009, 20:37:44
Well, I'm not the genius who can do it.
I just got the idea.

If a whole third standard has to be made in order to make it run. So be it...
If it works, I don't care how it's written as long as it's sensible.  :)
Title: Re: Customizable Puzzles
Post by: Exp HP on December 13, 2009, 20:44:16
Hey, you know what?

I'm gonna download the MMF2 demo.

Just one thing worries me
Quote from: The Installer
This version of Multimedia Fusion 2 is a demo version. This version is limited to 30 days and doesn't allow you to build stand-alone applications, screen savers, nor Internet applications. If you want to continue using Multimedia Fusion 2 after the 30 day period, you must purchase the full version.
I hope I'll still be able to modify subapps...

If not, then I guess I'll at least get a chance to look at them with this software.



EDIT: ARGH!
Error 1337: u need moar nifflas
(http://i48.tinypic.com/2rwnhfs.png)
I can't open the Puzzler MFAs included with the Editor.
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 13, 2009, 22:01:12
There was something about some extensions which were needed for Nifflas' work.

 <_< I think... ?
Title: Re: Customizable Puzzles
Post by: Exp HP on December 13, 2009, 22:56:35
I was able to download all three extensions, and I copied the files for two of them to the corresponding directories in my MMF2 installation (this appears to have worked; MMF2 no longer lists those two in the error), but I hit a roadblock with INI++:

INI++ is made by ClickTeam, the makers of MMF2.  And, unfortunately, all extensions made by ClickTeam come in the form of update installers for MMF2, and these updaters do not recognize Demo versions.

So, in other words, I need the full version of Fusion to open the puzzles.

 >( >( >( >( >( >( >( >( >( >( >( >( (excessive smilies frownies for the win)

Darn. I really wanted to do this...
Title: Re: Customizable Puzzles
Post by: Exp HP on December 16, 2009, 06:42:32
I'm back in business. Huge thanks to Smeagle!
Spoiler: (click to show/hide)
The errors are gone, and I can mess around with the puzzles now.
I'll certainly look into whether or not I can change the puzzles to load from an external file.
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 16, 2009, 09:31:38
Great! Progress! :D

It would be awesome if you could look into the battery chargers too,
as these are pretty much essential to traveling.

I don't think we can avoid using them.
Title: Re: Customizable Puzzles
Post by: smeagle on December 16, 2009, 09:42:09
What about the chargers?  :^^:
dont you just place them in the editor?
and set the maximum charge?
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 16, 2009, 09:46:34
What about the chargers?  :^^:
dont you just place them in the editor?
and set the maximum charge?

No, it appears they behave as puzzles.

Sekkei Chargers sprites.ini definition is here:
[Battery Charger]
Type=Trigger Point
Image=..\..\..\Data\Sprites\Activate Button.png
Tile Width=24
Tile Height=24
Area Width=24
Area Height=24
Y Offset=48
Puzzle=4


see...?
Title: Re: Customizable Puzzles
Post by: smeagle on December 16, 2009, 10:21:45
I see.
in the .mfa of puzzles, one of the puzzles is "battery charger" and it is the sceen you see when using it.
i think you can set it there.
Btw ive already made a custom puzzle  C)
i made the laser maze thing longer+with a switch you need to hit before going to the end!
btw do you have mmf2? if not get the demo then pm me for the missing extensions (ini++)
Title: Re: Customizable Puzzles
Post by: Comhon on December 16, 2009, 17:01:55
Is is really good idea and everyone will be able to make puzzles!
Title: Re: Customizable Puzzles
Post by: Looki on December 16, 2009, 21:52:41
I am actually working on a lua (http://en.wikipedia.org/wiki/Lua_(programming_language))-powered Puzzler. Progress is slow though, my main PC is broken.
You'll be able to load external graphics and all that, I still need to structure it and do some testing.
I already asked Nifflas about this and he's fine with it,
I'm just not sure if the effort is worth it since level editing is much tougher than in KS, ergo not many levels will be released (for now).
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 16, 2009, 23:26:46
I am actually working on a lua (http://en.wikipedia.org/wiki/Lua_(programming_language))-powered Puzzler. Progress is slow though, my main PC is broken.
You'll be able to load external graphics and all that, I still need to structure it and do some testing.
I already asked Nifflas about this and he's fine with it,
I'm just not sure if the effort is worth it since level editing is much tougher than in KS, ergo not many levels will be released (for now).
I say it's worth it if you find time to do it.
I would LOVE to see customizable puzzles realized. :D

Especially as that's probably what I'd be best at doing as my artistic skills are rather limited*.

*Don't compare that statement to my drawings, which people tend to like. Drawing and being abstractly artistic in a scenery-related sense is like North and South to me.
Title: Re: Customizable Puzzles
Post by: smeagle on December 16, 2009, 23:28:37
Great! i know a bit of lua!
Title: Re: Customizable Puzzles
Post by: PeppyHare4000 on December 20, 2009, 17:21:31
I see.
in the .mfa of puzzles, one of the puzzles is "battery charger" and it is the sceen you see when using it.
i think you can set it there.
Btw ive already made a custom puzzle  C)
i made the laser maze thing longer+with a switch you need to hit before going to the end!
btw do you have mmf2? if not get the demo then pm me for the missing extensions (ini++)

i want to make my own puzzles and starmap. could u put in the missing extensions to my puzzles. You don't have to but it would be appreciated and ill give you credit on my level :)
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 20, 2009, 20:20:14
i want to make my own puzzles and starmap. could u put in the missing extensions to my puzzles. You don't have to but it would be appreciated and ill give you credit on my level :)

Doing a puzzle of your own will require you to have MMF2. Additionally you have to be able to use MMF2, which appears to be a task in itself. Currently I haven't figured it out entirely yet. Not that I expected to be able to do it fast. You will have to dedicate some time to figure out the program.

I'm not really sure where this thread is going yet, and therefor you probably won't find much help if you can't do it yourself. I think everyone is working slowly for themselves and will post when they have a breakthrough.
Title: Re: Customizable Puzzles
Post by: PeppyHare4000 on December 20, 2009, 21:46:54
i want to make my own puzzles and starmap. could u put in the missing extensions to my puzzles. You don't have to but it would be appreciated and ill give you credit on my level :)

Doing a puzzle of your own will require you to have MMF2. Additionally you have to be able to use MMF2, which appears to be a task in itself. Currently I haven't figured it out entirely yet. Not that I expected to be able to do it fast. You will have to dedicate some time to figure out the program.

I'm not really sure where this thread is going yet, and therefor you probably won't find much help if you can't do it yourself. I think everyone is working slowly for themselves and will post when they have a breakthrough.

it must be hard to figure it out. (Why does MMF2 have to be so expensive :sad:)
Title: Re: Customizable Puzzles
Post by: LightningEagle on December 20, 2009, 22:05:40
it must be hard to figure it out. (Why does MMF2 have to be so expensive :sad:)
You can get the trial. I'm sure smeagle will be happy to help you with extensions, if not pm me and I'll give you some guidance.
Title: Re: Customizable Puzzles
Post by: PeppyHare4000 on December 20, 2009, 22:21:45
it must be hard to figure it out. (Why does MMF2 have to be so expensive :sad:)
You can get the trial. I'm sure smeagle will be happy to help you with extensions, if not pm me and I'll give you some guidance.

I have to do it once im done with all of the editor and notepad portion because i only have 30 days with the demo.
Title: Re: Customizable Puzzles
Post by: smeagle on December 24, 2009, 12:02:56
I learnt how to use mmf2! (EXTREMELY BASICALLY, i have no idea what all the gibberish in nifflas games are for XD)
I can probably edit a puzzle, but not make a new one
Title: Re: Customizable Puzzles
Post by: Widget on December 26, 2009, 22:30:12
I've (just..) finished the main episode of Saira and I've become all kinds of interested in the (finicky, difficult) potential for future episodes. I've noticed that KS level work seems to've slowed slightly but I'm kinda wondering whether people think it'd be better to first get used to KS level-editing (for the fundamentals of level-creating, not practice  X-P) or just to download a trial of MMF2 and start butting my head up against that brick wall  XD

I know Saira level-creation is far more... erm, fringe? Specialised? but like most people round here (I assume) I'm on a huge Saira kick right now ^^
Title: Re: Customizable Puzzles
Post by: Nifflas on December 26, 2009, 22:44:16
You don't really have to use MMF2 to create a good level, you can do a lot without that if you intend to not have puzzles.
Title: Re: Customizable Puzzles
Post by: Widget on December 26, 2009, 22:54:59
Excellent, seems I have my answer! ^^

Firstly, start playing with the files themselves within the teleporters episode and then try creating equivalent files from scratch.

I'm off to start poking around ^^
Title: Re: Customizable Puzzles
Post by: EdudDiputs on January 25, 2010, 01:52:52
::Austra Puzzles Customizable::


NOTE:
If you download this, please copy the sound module file from Nifflas' level:
Nifflas - 000 - Teleporters\Sound Module.ccn

Copy it and place it into my level after you download and extract it.

(It's a big file.  I didn't want to upload it)


I have included the puzzler.mfa with the download


http://www.filefront.com/15418809/Joel---000---Test.zip/



All of Autra's puzzles are customizable (except for the teleport device)

There's some other stuff I was experimenting with in here.  Might be worth taking a quick look.  I might write more about it later.



There are 2 read me's and 1 puzzler.ini worth looking at.  I'll paste them here for quick reference:

Spoiler: Puzzler.ini (click to show/hide)

Title: Re: Customizable Puzzles
Post by: smeagle on January 25, 2010, 02:16:52
AWESOME.

i gotta try it, as i cant make a .cca  :D :D :D
Title: Re: Customizable Puzzles
Post by: Exp HP on January 26, 2010, 06:32:37
EdudDiputs, you beat me to it! (well, I wasn't really trying any more, anyways.  I looked at it for 10 minutes, pushed around some objects and sprites, spent maybe a minute trying to find where the features added by INI++ were so I could use them (since this project certainly could use an INI-style code parser), then I stopped and returned back to homework and the VB.NET game I've been working on.)

Anyways, I think stupiDdudE has earned himself a :ratsneddih:!

>_>

I mean, I think EdudDiputs has earned himself a :hiddenstar:!
Title: Re: Customizable Puzzles
Post by: LightningEagle on January 27, 2010, 22:08:50
Finnally, even if you get the multple copies and entrances working, you still ahve teh problem with flags not beening shared between the copies (becaus they are really the different planets according to the game)
NOTE: Flags are shared between planets in the same star system.  ;)

The question, however, is whether or not you can create an invisible explorable planet in a star system? Invisible in the sense that it can't be seen when traveling between planets, and explorable in the sense that you can actually stroll around on the planet, if you are teleported to it.

EDIT: Incredible work on the customizable puzzle by the way...!  :D

Sadly, I am currently stationed on an Atom/ION computer which can't handle Saira properly.  :S
Title: Re: Customizable Puzzles
Post by: Comhon on January 28, 2010, 07:24:11
AWESOME, thanks a lot.
Title: Re: Customizable Puzzles
Post by: EdudDiputs on January 30, 2010, 20:47:17
Sup guys,

Much thanks for all of the posts and stars.  I appreciate it.  :P2(http://nifflas.lpchip.nl/Themes/Nifflas/images/post/thumbup.gif)

Also, thanks for the notes on shared flags, LightningEagle.  I did not know about that.  That makes some things easier.

As for invisible planets, I would guess that if you drop some planet folders into a star system, but don't add entries for them in Star.ini, they would be invisible for UFO travel, but you could still teleport to them via Trigger Points.
When I next upload my changes to this Puzzler file, I will also do some experiments with the Trigger Points.  I may even have a working example to upload.  We will see.

Anyway, I've been adding more config'able puzzles.  I have not really tested them yet.  So they are not ready.  And I would also like to see how many of the Dragon Noir puzzles I can get into the next release as well.  Some of them seem kind of challenging to adapt (circuit logic gates!?).  But maybe it is not bad at all.

Thanks again you guys,

-Joel
Title: Re: Customizable Puzzles
Post by: LightningEagle on January 31, 2010, 22:43:35
Also, thanks for the notes on shared flags, LightningEagle.  I did not know about that.  That makes some things easier.

As for invisible planets, I would guess that if you drop some planet folders into a star system, but don't add entries for them in Star.ini, they would be invisible for UFO travel, but you could still teleport to them via Trigger Points.
When I next upload my changes to this Puzzler file, I will also do some experiments with the Trigger Points.  I may even have a working example to upload.  We will see.
That sounds like it could work!  :D

Anyway, I've been adding more config'able puzzles.  I have not really tested them yet.  So they are not ready.  And I would also like to see how many of the Dragon Noir puzzles I can get into the next release as well.  Some of them seem kind of challenging to adapt (circuit logic gates!?).  But maybe it is not bad at all.
Customizable circuit logic puzzles would be amazing.  :whoa:
Title: Re: Customizable Puzzles
Post by: Comhon on February 23, 2010, 17:34:12
I can't understand the lasers. I think that I can change flag value, but I can't make device that can turn off the laser. Please can someone write me codes/preview level that contains one device, one laser, which can be swithed off by the device, using one flag?
Title: Re: Customizable Puzzles
Post by: smeagle on February 24, 2010, 07:15:02
[Vertical Laser flag 0]
Type=Flag Hazard
Image=Sprites\Vertical Laser.png
Tile Width=4
Tile Height=48
Mask Width=4
Mask Height=48
Control Flag=0
On Value=0
Off From Frame=8
Off To Frame=12
Off Loop Back=12
Off Sound=Laser Off
On From Frame=0
On To Frame=7
On Loop Back=4

i underlined the vaules that are needed. I think you can edit the value being changed in the puzzle.mfa
Title: Re: Customizable Puzzles
Post by: Comhon on February 24, 2010, 09:46:44
@smeagle:
Does it mean that I need to change the flags of device in puzzler.ini to this?

Set Flag on Win=0
Set Flag on Win to=0

Title: Re: Customizable Puzzles
Post by: smeagle on February 24, 2010, 12:10:10
i assume so...
or try 1 instead of 0  ;)
Title: Re: Customizable Puzzles
Post by: Nifflas on February 24, 2010, 12:29:27
Yeah, flag 0 must be set to 1 to disable the laser. All flags are set to 0 by default.

On Value=0 <-- This parameter means that the laser is on when the value is 0. If the value is changed to 1, the laser disappears.
Title: Re: Customizable Puzzles
Post by: Comhon on February 26, 2010, 09:57:14
Thanks! Now I understand them almost completly!!! :)
Title: Re: Customizable Puzzles
Post by: EdudDiputs on March 21, 2010, 20:06:49
Sup guys,

I made a little bit more progress with this thing in the last 2 months.  But I've mostly lost interest.
I added a couple more puzzles, including the race and the Dragon Noir.

I've changed some of the flag stuff.  It is a little bit more human readable.
ie, to set flags on win you do:
On Win=Flag 0 = 10

And you can enable/disable with conditions like:
Is Won If=Flag 0 > 8


Just, remember to always put a space on each side of the operator.
"On Win" Operators:
=
+=
"Is Won If" Operators:
=
!=
<>
>
>=
<=


Also, this level has a super thin Sound Module.ccn.  It just loads up the sounds module in Nifflas - 000 - Teleporters.  You can save about 9 megs that way.

Unfortunately, this Puzzler.cnn is about 4 megs, and you will need to have a copy of it for each galaxy where you use these puzzles.  I tried to make a smaller Puzzler.cnn setup with 1 fat file and a bunch of references for each galaxy, but I had some problems with this.  You can see the MFA files for these experiments in the download.


Also, I tried to make an ini customizable Sound Module.  But, it is like Nifflas said: it is too slow.  Especially when climbing.  When you climb, the game plays the climbing sounds like a billions times per second.  So it gets really bad with custom sounds.  I'm afraid that whoever wants custom sounds will need access to MMF2.  Or someone might make a plugin or something that lets you cache sounds.  I dunno.  Anyway, my MFA files for this experiment is included with the download as well.

http://www.filefront.com/15893639/Joel---001---Test.zip/

Feel free to use and expand on this stuff.  Let me know if you have any questions, or just post here.  I think I am subscribed to this topic.

Peace,

-Joel