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Hacking Minigame

Resource Hacking Minigame 1.0.1

wrigty12

Tester-Coder Hybrid
Member
Joined
Jul 24, 2022
Posts
716
wrigty12 submitted a new resource:

Hacking Minigame - I'm in. Hack your way to greatness.

This introduces a new minigame, where the player aims to reach a Finish Node by interacting with other elements, completing direction key puzzles, and dodging antiviruses.

Features
  • Create as many hacking minigames as you want! This plugin includes a fully-functional in-game editor.
  • Import games created by others, or export your own games to share!
    • The plugin includes 5 demo games you can import.
  • There are many different elements you can...

Read more about this resource...
 
Is this inspired by the one in Dispatch? When I read the description, it sounded very familiar 👀
It looks cool!
 
I really love this plugin and just implemented it as a gym challenge to my fangame! I encountered one bug when setting up key tiles a couple days ago (I did not note down the exact error messages unfortunately). I believe it was caused either by having more than one key tile on the same puzzle, or by giving the lock tiles random puzzles. Once I only put one key tile and gave the lock tile a defined puzzle, it worked perfectly! (my game uses Essentials v20.1)
 
I really love this plugin and just implemented it as a gym challenge to my fangame! I encountered one bug when setting up key tiles a couple days ago (I did not note down the exact error messages unfortunately). I believe it was caused either by having more than one key tile on the same puzzle, or by giving the lock tiles random puzzles. Once I only put one key tile and gave the lock tile a defined puzzle, it worked perfectly! (my game uses Essentials v20.1)
I can try to reproduce, but if you can try to do it again and either send me the crash log or export the puzzle's file and send it to me, I can look into it quicker
 
I can try to reproduce, but if you can try to do it again and either send me the crash log or export the puzzle's file and send it to me, I can look into it quicker
Sorry for my super late reply, I was very busy the last couple of weeks and forgot about this.
This was my error message:


Ruby:
Expand Collapse Copy
[2026-01-03 21:23:21 +0100]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Script error in event 13 (coords 12,17), map 152 (Yuki Temple 3F)
Exception: NoMethodError
Message: undefined method `each_with_index' for :Random:Symbol

***Full script:
pbHackingGame
pbHackingGame(:Demo1Basic)

Backtrace:
[Hacking Minigame] 001_Scene.rb:2063:in `pbRevealKeyEditor'
[Hacking Minigame] 001_Scene.rb:1664:in `pbAddNode'
[Hacking Minigame] 001_Scene.rb:1028:in `block in pbSceneEdit'
[Hacking Minigame] 001_Scene.rb:731:in `loop'
[Hacking Minigame] 001_Scene.rb:731:in `pbSceneEdit'
[Hacking Minigame] 001_Scene.rb:160:in `block in pbScene'
[Hacking Minigame] 001_Scene.rb:131:in `loop'
[Hacking Minigame] 001_Scene.rb:131:in `pbScene'
[Hacking Minigame] 001_Scene.rb:26:in `pbStartScreen'
[Hacking Minigame] 001_Scene.rb:10:in `block in pbHackingGame'

Unfortunately, after implementing the minigame into my game and testing the compressed version, the minigames don't seem to load properly. I only get the generic "Script 'Interpreter' line 182: EventScriptError occured" error message in that case.
I did export them and create .hxgm files in the respective path defined in the settings. Is there anything I missed? The games work fine when starting from within RPG Maker XP, and even by using the Game.exe before compressing (note again, I am on Essentials v20.1).

Thank you for your efforts!
 
Hmm looks like I have to look to see what it takes to get new data files to be included in the compressed version (which I never test).

I'll also look at the crash you were seeing with the each_with_index
 
Sorry for my super late reply, I was very busy the last couple of weeks and forgot about this.
This was my error message:


Ruby:
Expand Collapse Copy
[2026-01-03 21:23:21 +0100]
[Pokémon Essentials version 20.1]
[v20.1 Hotfixes 1.0.7]

Script error in event 13 (coords 12,17), map 152 (Yuki Temple 3F)
Exception: NoMethodError
Message: undefined method `each_with_index' for :Random:Symbol

***Full script:
pbHackingGame
pbHackingGame(:Demo1Basic)

Backtrace:
[Hacking Minigame] 001_Scene.rb:2063:in `pbRevealKeyEditor'
[Hacking Minigame] 001_Scene.rb:1664:in `pbAddNode'
[Hacking Minigame] 001_Scene.rb:1028:in `block in pbSceneEdit'
[Hacking Minigame] 001_Scene.rb:731:in `loop'
[Hacking Minigame] 001_Scene.rb:731:in `pbSceneEdit'
[Hacking Minigame] 001_Scene.rb:160:in `block in pbScene'
[Hacking Minigame] 001_Scene.rb:131:in `loop'
[Hacking Minigame] 001_Scene.rb:131:in `pbScene'
[Hacking Minigame] 001_Scene.rb:26:in `pbStartScreen'
[Hacking Minigame] 001_Scene.rb:10:in `block in pbHackingGame'

Unfortunately, after implementing the minigame into my game and testing the compressed version, the minigames don't seem to load properly. I only get the generic "Script 'Interpreter' line 182: EventScriptError occured" error message in that case.
I did export them and create .hxgm files in the respective path defined in the settings. Is there anything I missed? The games work fine when starting from within RPG Maker XP, and even by using the Game.exe before compressing (note again, I am on Essentials v20.1).

Thank you for your efforts!
Okay, if I'm understanding the crash correctly, you have a Locked Node that is set to Always Random and also set to Hide All, and then you're attempting to add a Key Node linked to it, right? Key Nodes cannot be linked to Always Random nodes, because they will change every time the player interacts with it, so the Key will never be accurate. I'm adding handling to prevent Key Nodes from being linked to these, to prevent this crash.

As for the compressed thing, I found out how I should be handling it ( I think). You can test it out with the next update.
 
Last edited:
wrigty12 updated Hacking Minigame with a new update entry:

Update 1.0.1 - Couple fixes

The only changes were done in the 001_Scene and 004_Data files. You only need to replace those files for this patch.

Change Log
  • 🛠️Fixed an issue where hacking games wouldn't be recognized by the database after compressing game data.
  • 🛠️Fixed a crash if you tried to add a Key Node linked to a Locked Node that has its puzzle set to Always Random. This is not allowed because the puzzle will change every time the player interacts with it, so the Key Node will never be...

Read the rest of this update entry...
 
Okay, if I'm understanding the crash correctly, you have a Locked Node that is set to Always Random and also set to Hide All, and then you're attempting to add a Key Node linked to it, right? Key Nodes cannot be linked to Always Random nodes, because they will change every time the player interacts with it, so the Key will never be accurate. I'm adding handling to prevent Key Nodes from being linked to these, to prevent this crash.

As for the compressed thing, I found out how I should be handling it ( I think). You can test it out with the next update.
Great! Will test it in the next couple of days and give you feedback - thanks for the super quick update!
 
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