Quiz Randomizer

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Started by chelle01411 20 posts View original ↗
  1. Hello Ma'am/Sir, please help us on our RPG QUIZ GAME wherein the character will have to face and answer many questions.

    So what we need is a script that will randomize questions without no repetition of questions. Meaning, ONCE the question is flashed, it will NOT be flashed again. and the only time that it will be flashed again is when the player create another profile or character.

    We already have tried certain script that randomize the questions, but the problem is, there is the time that for example, question1, has been answered, but then, it was asked again and again.

    Hope you understand my point and hope you'll help us. Thank youuu  :) ))
  2. Yeah, you probably don't really need a script for this.


    Can you give examples of your questions? How do you have them currently being asked - what triggers the next question?


    Your other thread mentioned something about categories. Can you elaborate on that, and does the randomizer have to just choose questions within a certain category, or from any of them?
  3. The questions are all about Information and Communication Technology or for short, all about computer terminologies. We have 5 categories. And yes, the randomizer have to just choose questions within a certain category. For example, on category 1 named "Computer Fundamentals", we prepared 20 questions, but the randomizer will just show 10 questions and every question should only appear once.

    Sample Question:

    "It is a software that controls the basic operations of a computer system"

    Choice 1:

    System Software

    Choice 2:

    Business Software

    Choice 3:

    Multimedia Software

    Choice 4:

    Application Software

    The character will have to choose one from the choices. After choosing one, it will display if his answer is correct or wrong.

    If the answer is correct, the character will gain 10 pts per each correct answer.

    Then the next question will appear after knowing if displaying if the answer is right or wrong.

    :) ))
  4. I would so like to see something like this too!


    I have evented a quiz system, but the repetitive question issue bothers me too. >.>


    I managed to get rid of it with using Tsukihime's Bit Switches (to save the tremendous amount of switches needed for this otherwise) , but ohh gosh, the bit switch's length was huge and I always lost track in it after a few questions, not to mention that I needed to actually enter the script call with "Space" to see the end of my bit switch variable.


    And the event page was extra long too, took me hell of a lot time to find a specific question.


    A script would make this so much easier! *-*
  5. Sixth said:
    I would so like to see something like this too!

    I have evented a quiz system, but the repetitive question issue bothers me too. >.>

    I managed to get rid of it with using Tsukihime's Bit Switches (to save the tremendous amount of switches needed for this otherwise) , but ohh gosh, the bit switch's length was huge and I always lost track in it after a few questions, not to mention that I needed to actually enter the script call with "Space" to see the end of my bit switch variable.

    And the event page was extra long too, took me hell of a lot time to find a specific question.

    A script would make this so much easier! *-*
    are your question in the game being randomized? how do you keep many questions in your game and allows only to show 10 questions? and what is  Tsukihime's Bit Switches? PLEASE HELP US FIND A SCRIPT FOR THIS. PLEASEE (-/\-)
  6. Well, Tsukihime's Bit Switches script is "just" an eventing tool.
    Explaining what it does exactly would be a bit long post, but in just a few words:
    It uses variables in a different way, so you can make exact conditions more precisely, like if one bit is turned on and another one is off, than the first event can be activated, but the second can not, etc.

    Basically, it uses variables as if they would be many switches but in a more compact way.
    It sounds complicated at first, but once you get the hang of it, it can save you hell of a lot switches with just one variable used up. I suggest you too look it up at Tsuki's site, there is a great explanation there, and even a tutorial to get you started with Bit Switches.
    Here is the link for it:
    http://www.himeworks.com/2013/06/07/bit-switches/

    Here is what I did with my question setup while eventing with using Bit Switches:

    Once a question is used, it activates one bit in the bit sequence.
    Before every of my questions, there is a conditional branch, which checks for that bit. If it is turned on, then it skips the question to the next valid one.
    This way, I eliminated the repetitive question issue without using thousands of switches for it.

    Here is the entire (very tedious, mind you!) process of how I evented it:

    My quiz mini-game in my project uses category selection with simple choice branches.
    When the category is selected, it jumps on the next page on the event, that is the page for the questions.
    There are multiple question pages, of course, all of them uses self-switches as a condition to activate.
    So, when it is on the question page, I started with a loop command. In the loop I started off with setting a variable to a random number from X to Y. This will be the question randomizer variable. Then a conditional branch. It checks if variable XY is at 10. If it is, it breaks the loop and jumps to the ending phase with a self-switch toggle, which is on another page of the event.
    If it is not 10, it starts to ask questions.
    Before every question, there are multiple conditional branches set up.
    The first checks for a variable to decide which question will be used and is the very same variable, which I randomized at the start of the loop. If it returns true, than it asks that question. If it is not, then it moves to the next one.
    Now, when it went through that check, it checks for the bit from another variable used for the bit switch setup. If it is off (aka bit XY == 0), it asks that question, if it is on (aka bit XY == 1), it skips the question.
    When the question is answered, if the correct answer is given, it adds +1 to yet another variable, this will be the correct answer check variable. If not, it won't add to that variable. Regardless if the question was answered right or wrong, it turns the associated bit on in the earlier mentioned bit variable. This move eliminates it from the question pool altogether from now on. And remember our very first variable check, the one which checks for number 10? After all is said and done with the question, it adds +1 to that variable too.

    Now, if everything is set up right, after the 10th question, it jumps on the ending phase, which is the "results page" for me. I actually hid the answer check from the player, so the player have no idea if he/she answered the question right or wrong. The only thing which he/she will see, and only after the 10th question, is the number of question answered correctly. Nothing more. It adds a bit of depth to it, like a real exam kind of thing. But of course, anyone can change this, the ending phase is the least of our problems when setting up a whole quiz system with eventing, right? :p
    After displaying what needed to be displayed, I made a reset on all variable used (set them on 0 value), and switched off all self-switches. Basically, I reseted the whole event.

    So, what you need for this is... lemme count... 4 variables and Tsukihime's Bit Switches script (to save countless real switches).

    I warn you thou, this is really tedious to set up properly. One mistake in one bit switch or just a typo on any variable check can make this system destroyed. It needs concentration (a lot!), understanding loop commands, variable actions, nested conditional branches, and the bit switch setup. If all of this returns a green lamp for you, go ahead and try it! If you manage to do it, you will feel satisfied for sure. :)

    I even made a difficulty setting for it. Easy mode gives select-able answers (2 of them), normal gives 4 answer choices, hard will not make any choices, the player needs to manually type in the answers here. The last mode requires another script to do, it is from Tsuki too, called ... actually, I have no idea how is it called, I named it as "Text Input" because that is how the module is named in the script itself. There was no name indicated at the header of the script, so this is the best I can do to describe it.

    I hope, I wrote everything in an understandable way.
    I wanted to make a demo for you, but realized that I would never manage to upload it, because of the crappy connection I have.

    Btw, you wrote that you use a script for randomizing the questions and asking only 10 of them in a sequence, right? If you got this setup with that script already, you just need to put in the bit switch variable check before every question and you should be ready to go, I guess.
    Can I ask which script is you are using for that? It might make this whole quiz setup easier for me. :D
  7. Whoa, thanks for your help sir. But I got dizzy as I am reading your explanation. Because we have no enough knowledge about variables, switching and looping due to we are a newbie in usng RPG maker VX Ace. It seems that bit switching sucks. Can I have an example project of your mini quiz game? I can patiently wait for it sir. :) Please, let me have it. We really need it for our thesis. And I'll ask my groupmate on what specific script he used on our game. but that script has repetition of questions and that is not really an ideal concept for a quiz game.
  8. chelle01411 said:
    And I'll ask my groupmate on what specific script he used on our game. but that script has repetition of questions and that is not really an ideal concept for a quiz game.
    But that could be altered with some editing here and there, I guess, to get rid of the repetitive questions.

    I don't think that I am well versed enough in ruby just yet to make it, but it never hurts to try, right? :p

    Bit switches are awesome for cutting down the switches used in your game, which you will need to, if you plan to make a longer game with lotsa possible features.

    But seeing as you only want to make a quiz game, you can do it without bit switches. That will make your ending phase quite a lot longer, but other than that, it should work too.

    I will try to compose a quiz system for you, identical with mine, just without using bit switches, because I know that it can be confusing to use that, especially if someone doesn't know the binary system and it's operations. 

    But I have no idea when will I be able to upload it, because I am using a crappy internet connection right now. 

    I connected my mobile phone with my laptop, so I have a very slow connection by using my mobile connection. Which wouldn't be a problem, if my signal strength wouldn't be so low and unstable. >.>

    As soon as I managed to upload it, I will let you know. :)
  9. It's okay sir if you send me your mini game, i'll try to understand it. I really hope you're a fallen angel from above. the one who will really help us regarding our RPG Quiz game. Pleaseee. Thanks in advance.
  10. Alright, the demo is finished, yay! 

    Damn all this copy/paste work! :D

    I made a lot of comments in the event itself, make sure to read them to understand how the system works!

    It is a totally script-free demo, fully functional!

    Ohh, and when you start to place your questions in, make sure that you have drank enough coffee beforehand, and that you are awake and fully functional and in a concentration-able state! You have been warned!

    Ok, just kidding, it is a lot easier to understand it than what that warning suggests it. :p

    I will need a "few" more minutes to upload it (few equals around 30 to 60 minutes >.>). Gonna start with that now.

    Ohh, and I assure you, I am not an angel! :D

    And it is done, yay!

    I wanted to upload it on mediafire, but I got a message at 96%, which just killed off my connection, duhh. >.>

    The uploader here is much quicker, so I started again here.

    New version available! 

    Get it from a few post below!

    It got no actual questions set up, just 1 example repeating with the text box indicating what question are you viewing right now. You can change this, of course, with your questions and answers.

    So, overall it contains 4 category done by simple choice branches (all category contains the same "questions"), and each category contains 20 questions, from which only 10 questions will be selected in each attempt of playing the quiz.

    There is actually only one question copy/pasted 20 times, but for the sake of example, it will do.

    I changed the texts for each question, so you can check the functions of it. You will see that it selects questions randomly from those 20 questions set up, and that a question can appear only once in each attempt.

    At the end, depending on the number of correct answers a different text will be shown.

    This is it in just a few lines, more information is in the first event in the demo.

    Enjoy! :)
  11. Thank you sir for your wonderful help. But would you mind if I send to you our project? so that you'll know what is the flow of it? :)
  12. In what event page should I post our 20 questions? :)
  13. Questions start from page 2 to page 5. 

    Page 2 is 1st category, page 3 is second, page 4 is for 3rd category and page 5 is for 4th category.

    When the player selects the first category, it will use the questions from page 2, when the player selects the 2nd category, it will use the questions from page 3, and so on.

    It is possible to add more categories with more choices, same with the answer possibilities. It requires a script, but other than pasting it onto your script list, you don't have to do anything with that script.

    More categories require more self-switches or switches. In the case of self-switches, another script is required, but that is optional only too, for saving switch numbers.

    The actual question is a text box.

    You will see the questions marked with this before them:

    @>Text:'People2',0,normal,bottom

                 The first question! <--- And this will be the question displayed.

    Just press 'Space' on these and you can enter your questions in the box which will pop up.

    For the choices (the actual answers), just select them with a click on them, and press 'Space' to edit them.

    You can find all the answers for every question by searching for:

    @>Show Choices: *your choice options go here*

    If you don't need the category selection, just remove the category choice branch on the first page of the event and turn on self switch "A" after the "Yes" choice input. This will ask the questions from the first category automatically.
  14. Thank you sir, but here is another case for us. So I have told you that we have 5 categories, and each categories are equal to 1 floor and 2 rooms.

    The mechanics of our quiz game is that, the only unlocked category is the first floor that is "Computer Fundamentals" category and the only room unlocked is the easy room. The other 4 categories and all hard mode are locked unless you have fnished answering the easy mode on the first floor (Computer Fundamentals) that contains 20 questions but only require you to answer 10 questions.
  15. Managed to finish the new version with much more features!

    Some of them includes script usage, mind you!

    - Evented Quiz System Demo:

    Spoiler
    The new version features:

    - The basic evented quiz system with choices

    - Evented quiz system with time limited choices

    - Evented quiz system with real text input, no choices here

    - All quiz systems set up without and with Bit Switches too

    - Some extra features, like unlock-able choices, colored choices, help window for choices to make your quiz a really alive one!

    To understand this system, you need to have the following things:

    - Basic eventing knowledge

    - Knowledge about switches and their operations

    - Knowledge about self-switches and their operations

    - Knowledge about variables and their operations

    - Knowledge about (nested) conditional branches and their usage

    - Knowledge about loop commands

    - Knowledge about the used scripts in the demo and knowing their functional usage in practice (optional)

    - A careful read-through for all comments made in the events itself (some of them are repetitive)

    So here it is:

    Quiz System.rar

    Credits:

     

    Tsukihime for the following scripts used in this demo:

    - Choice Options

    - Window Timer

    - Bit Switches

    - Text Input

    (Loop Counts script did not work for some reason! >.>)

     

    Modern Algebra for the following scripts used in this demo:

    - ATS: Formatting 

    - ATS: Message Options

    - ATS: Choice Options

     

    Dekita for the following scripts used in this demo:

    - $D13x Core 

    - Keyboard Name Input

     

    This is it for now, enjoy!
    @chelle01411

    Try out the new demo, examine all of the quiz event versions, and try to understand them.

    Once you understand it, you can do all of what you asked about easily with some basic eventing.

    For unlocking later contents, you need to use switches, self-switches, or variables in eventing.

    Condition an event with a switch, then turn that switch on in another event to unlock it, for example.

    I suggest you to read some tutorials for beginners, there are a few very good ones on this forum!

    That will help you to understand the whole eventing process.
  16. Hello sir, why there is no countdown timer that shows on the questions flashed at the north of the map? :)

    and how to set the limit of the characters that the player has to input/enter in the hard mode?

    and there are characters in the keyboard that is not supported on the input or the characters that shows in the input is not equal on the key I pressed. for example, I am intended to enter single or double quote (") but what shows is a number sign (#)

    an in quiz event 3 downstairs? in what part does the secret, unlockable difficulties are shown? :)
  17. The timer is not shown, because it wasn't included in the script I used to make it.

    And because that is how it actually functioned in most games I played (like Tales of Destiny, for example).

    I am not sure that I can modify it to show the timer, and I am not sure that I want to, to be honest.

    It makes it a bit more thrilling to answer the questions if the player does not see the timer.

    I did make a comment to explain how to set the number of characters the player can write in that mode.

    The comments for all the events can be found on the pages of the events, almost everywhere.

    The script used for that also explains what needs to be changed to modify the number of characters that can be inputted. 

    Kindly read them! :p

    The event with the difficulty settings got the least comments, because I didn't want to spam the same comments all over, so that is not the place to look for many comments.

    Everything is explained in the demo, from the basic eventing process to the usage of scripts for the extra effects, some of them can be found in more than one events.

    The issue with some characters mixed comes from the Keyboard Name Input script or from Dekita's main script which actually handles keyboard inputs, I guess.

    Dekita might have another type of keyboard, or he simply mixed up some numbers while configuring the key button setup.

    Anyway, all characters can be inputted, but a few of them (really, not many) are mixed somewhat.

    For example, double quotation sign is made with shift+2, single quotation is made with the button left from the normal number 1 button. Pressing the last mentioned number with shift will produce a '@' sign, pressing shift+3 will get you a 'British Font' sing (no idea where it is normally on my keyboard, sorry :p ), pressing the real single quotation sign will produce a '#' sign, pressing it with shift will produce a '~' sign. These are all the keyboard inputs messed up, as far as I can remember.

    They will show once the player gets 70 or more points in the quiz. Just select the first answer always, and it will unlock for sure. :p

    I will make a tutorial in the tutorial section with a more in-depths explanation of the entire process of setting up this system.

    It could take some time to make appearance thou. 
  18. Ah, okay sir, I got it. Anyways, We have another concept for our quiz game, one of our categories will have the questions that will include the appearance of a certain picture. Or should I say, the question will be based on the picture shown. Such as the pictures of the logical circuits or seven segments that involves in the IT industry. could the picture and the questions be randomized together? :)
  19. Click on the link in my signature.

    There is a screenshot there showing how a question should be set up and a lot of explanation for making the system.

    You need to put your pictures in the question section. A question is always in a double conditional check. I made a very clear indication on the screenshot in that other topic on where a question starts and where it ends, and where you need to put your next question after.

    Anything inside that double conditional check will be randomized along with the question, this includes your pictures as well.

    Basically, that part inside that double conditional check is your question setup part. It is up to you how you set your questions up, you can put anything there, pictures, movies, sound effects, animations, item gains, and so on, and so on. All of it will be linked to a question, and that question will appear randomly, as any question would in this system.

    Just make sure that you put your picture first in the question setup part, and ask the question from the player only after.

    And make sure to hide the picture you showed the player in the question setup too somewhere, or else it will stay on your screen forever!

    A picture showing for a question, nice idea! :)
  20. In what part should I put that? Sorry sir, I am really a newbie. -_- and how about the timer's appearance while the quiz is on going? Our teacher requires us to do that thingy.