Sprite Reflection

TDS

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I don't think that's a bug, you just did not put the correct offset for the tileset.



Code:
S_REFLECT_OFFSET:
1: 14
E_REFLECT_OFFSET:
Remember that it has to be exactly how it's written above, you cannot put 2:14 because that will not work.
 
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Sly

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I'm going to use this in a commercial game and make tons of money, muhahahaha, and you won't get CREDIT! Ha-ha-ha-ha-ha. j/k.
 

voyager4383

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So far, so good! I'll continue torture testing the hell out of it as I work. I'll let you know! ^_^
 

Rift

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Hi TDS, thanks for the great script!

I'm having a little problem though :unsure:

My terrain tiles are tagged appropriately, I've put the notes in the tileset etc. And my player sprite is showing reflections in the water perfectly, but my events will not show reflections, no matter what I do.

I have compared my project with your demo numerous times to try and to see what's missing but I just can't figure it out.

I have various objects (static events) around a river, and I want them to show a reflection. So when the player enters the map with the river, a parallel process event is run which runs script commands to turn on the event reflections, ie.

Script: turn_on_reflection(52)

Script: turn_on_reflection(53)

Script: turn_on_reflection(54)

Script: turn_on_reflection(55)

52-55 are my event ID's. I've included [Reflect] in the event names and I've tried several ways of activating them, ie. push button activation, event contact, but I just can't get the event sprites to reflect. What makes it more frustrating is your demo example is laid out so simply and works fine, but mine seems FUBAR, lol. Is it possible a conflicting script might be messing things up?

Cheers :lol:
 

voyager4383

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Hi TDS, thanks for the great script!

I'm having a little problem though :unsure:

My terrain tiles are tagged appropriately, I've put the notes in the tileset etc. And my player sprite is showing reflections in the water perfectly, but my events will not show reflections, no matter what I do.

I have compared my project with your demo numerous times to try and to see what's missing but I just can't figure it out.

I have various objects (static events) around a river, and I want them to show a reflection. So when the player enters the map with the river, a parallel process event is run which runs script commands to turn on the event reflections, ie.

Script: turn_on_reflection(52)

Script: turn_on_reflection(53)

Script: turn_on_reflection(54)

Script: turn_on_reflection(55)

52-55 are my event ID's. I've included [Reflect] in the event names and I've tried several ways of activating them, ie. push button activation, event contact, but I just can't get the event sprites to reflect. What makes it more frustrating is your demo example is laid out so simply and works fine, but mine seems FUBAR, lol. Is it possible a conflicting script might be messing things up?

Cheers :lol:
Did you make sure to download the script separately from the demo? I see the demo is still at version 1.2 and the script is at 1.4. What you are describing sounds like it may have been fixed by an updated script. Any reflections on your Starting Location Map (eg. the overworld map) would work perfectly; however, leaving to any other map would only allow the Actors to reflect, and not any events. Also, I don't think you need the:

Script: turn_on_reflection(52)

Script: turn_on_reflection(53)

Script: turn_on_reflection(54)

Script: turn_on_reflection(55)

As I think anything with "Reflect" in the event name is on by default.

Good luck, Rift!

(@TDS - Sry, don't mean to step on toes when you were the one asked. I just woke up, saw my email and thought "Gee, I think I know what's going on" ^_^ )
 

Rift

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Voyager, you're a hero! Cheers, that was exactly was wrong! God, I need to pay more attention to forum posts instead of just skimming over them :lol:

All fixed, thanks for the help Voyager, and thanks for the script TDS B)

Edit: Yep, just tried it and putting "Reflect" in the event name auto marks it for reflection. Thanks for the heads up on that, Voyager :p Nice touch, TDS.
 
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TDS

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(@TDS - Sry, don't mean to step on toes when you were the one asked. I just woke up, saw my email and thought "Gee, I think I know what's going on" ^_^ )
All help is appreciated, I've been very busy recently so I haven't been able to make a proper demo for this script.
 

vociferocity

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this looks like an awesome script! water actually reflecting the sprites is a great little feature, defs going to try it out in my game right away :)

e: just put it in. it works great, and it looks freaking awesome. great work!
 
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kikitaru

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Thanks for the wonderful reflections script! <3
 

omoney

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This is a useful script for completed games and want to add extra polish :D
 

Kaiser

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This reflection is so awesome! I instantly was reminded on how Pokemon Ruby and Sapphire uses the reflection of some water areas such as the puddles and clear ponds.
 

effeff

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what an amazing good looking script!!

I wonder whether you can update this to work with mirrors... isn't it just basically the same just with an upper sprite and not rotated but faced in the other way?
 
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Its awesome..... just thinking when will u update it so it shows reflection when player is facing left/right ???
 

Engr. Adiktuzmiko

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this is cool, I have been looking for something like this for a while now... XD
 

OrangeSage

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Hey all, I'm new to the community and have been playing around with this script...

Thing is im having problems with turning off reflections for followers. I've been calling "turn_off_reflection(-1)" via a call script, but as I walk along the waters edge my followers reflection still shows.

Any idea where im going wrong?
 

HK00

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Btw this script is not compatible with Victor Sant's: Pixel Movement script. It will run but the reflection won't show up correctly.
 

Solistra

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Btw this script is not compatible with Victor Sant's: Pixel Movement script. It will run but the reflection won't show up correctly.
There are an amazing number of things that are incompatible with any author's pixel movement script. Pixel movement basically trades one limitation (movement based on tiles) for a plethora of other, more bizarre limitations (you can now move outside of predefined tiles, but how many incompatibilities did you just introduce?) -- and these odd limitations are often more difficult to pin-point and correct than the simple problems that arise from tile-based movement.

Tiled movement is simple, effective, fast, and -- most importantly -- what is supported by the Maker on numerous levels. Writing around it is possible, sure, but it's guaranteed to be more trouble than it's worth in my opinion. Basically, if you have to write over 1,000 lines of code just to write around a default limitation (not implement a new feature), that should be a pretty good sign that something is terribly wrong.

Edit: By the way, just because I saw fit to rant in your script thread, TDS, I decided to take a look at the script itself so that I could comment on it. Very impressive -- the wave animation, in particular, was a nice touch.
 
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