Customizable Puzzles

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Offline LightningEagle

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Customizable Puzzles
« on: December 14, 2009, 03:10:07 »
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:
« Last Edit: December 14, 2009, 03:14:57 by LightningEagle »

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Offline Exp HP

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Re: Customizable Puzzles
« Reply #1 on: December 14, 2009, 03:19:25 »
THAT WOULD BE AAAWWWWWWWESOMMMMMMMMME

Your idea really sounds like it could work.
« Last Edit: December 14, 2009, 03:24:12 by Exp HP »
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Offline LightningEagle

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Re: Customizable Puzzles
« Reply #2 on: December 14, 2009, 03:28:58 »
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:

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Offline fred052

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Re: Customizable Puzzles
« Reply #3 on: December 14, 2009, 03:30:15 »
It looks awesome! Too bad I don't know hot to use MMF2
Spoiler: (click to show/hide)

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Offline Exp HP

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Re: Customizable Puzzles
« Reply #4 on: December 14, 2009, 03:36:48 »
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.
« Last Edit: December 14, 2009, 04:39:18 by Exp HP »
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Offline LightningEagle

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Re: Customizable Puzzles
« Reply #5 on: December 14, 2009, 04:37:44 »
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.  :)

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Offline Exp HP

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Re: Customizable Puzzles
« Reply #6 on: December 14, 2009, 04:44:16 »
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

I can't open the Puzzler MFAs included with the Editor.
« Last Edit: December 14, 2009, 04:52:22 by Exp HP »
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Offline LightningEagle

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Re: Customizable Puzzles
« Reply #7 on: December 14, 2009, 06:01:12 »
There was something about some extensions which were needed for Nifflas' work.

 <_< I think... ?

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Offline Exp HP

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Re: Customizable Puzzles
« Reply #8 on: December 14, 2009, 06:56:35 »
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...
« Last Edit: December 14, 2009, 07:06:41 by Exp HP »
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Offline Exp HP

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Re: Customizable Puzzles
« Reply #9 on: December 16, 2009, 14:42:32 »
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.
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Offline LightningEagle

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Re: Customizable Puzzles
« Reply #10 on: December 16, 2009, 17:31:38 »
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.

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Offline smeagle

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Re: Customizable Puzzles
« Reply #11 on: December 16, 2009, 17:42:09 »
What about the chargers?  :^^:
dont you just place them in the editor?
and set the maximum charge?

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Offline LightningEagle

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Re: Customizable Puzzles
« Reply #12 on: December 16, 2009, 17:46:34 »
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...?

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Offline smeagle

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Re: Customizable Puzzles
« Reply #13 on: December 16, 2009, 18:21:45 »
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++)

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Offline Comhon

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Re: Customizable Puzzles
« Reply #14 on: December 17, 2009, 01:01:55 »
Is is really good idea and everyone will be able to make puzzles!