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Just a question - as your response got me thinking. Could this not be accomplished with a simple event? Something such as a "Player Touch" event when you reach the edge of the shallow water, which swaps out your character model when it's going into the shallow water, and then swaps it back when you exit?I am not to good with spites but if you need a script written I can help.
Yeah i thought that too but for that u need a sprite...Just a question - as your response got me thinking. Could this not be accomplished with a simple event? Something such as a "Player Touch" event when you reach the edge of the shallow water, which swaps out your character model when it's going into the shallow water, and then swaps it back when you exit?
Actually - this should be fairly easy I would think! I'm thinking if you simply erase the bottom part of the body using a 'wavy' brush stroke, so it looks like it's 'bobbing' up and down in the water, that might work? (You wouldn't want to see the entire sprite making swimming motions above the water...) What do you think?Yeah i thought that too but for that u need a sprite...
yeah but to do that u'd have to make a sprite in horizontal position... all the default sprites are just in vertical.... and yes we'd have to add 3 sprites for the water too. one which looks like swimming forward and paddling back.... if we don't do it then.. i think it'd seem odd as it would if u remove the two sprites of walking with one foot forward and backwardActually - this should be fairly easy I would think! I'm thinking if you simply erase the bottom part of the body using a 'wavy' brush stroke, so it looks like it's 'bobbing' up and down in the water, that might work? (You wouldn't want to see the entire sprite making swimming motions above the water...) What do you think?
I think I see what you're getting at, but I think a randomly bobbing head would look just fine. Of course, you have every right to request what you're looking for. (I may still take a stab at my idea for you - but I'm pretty sure my spriting abilities are not up to snuff with your vision.)yeah but to do that u'd have to make a sprite in horizontal position... all the default sprites are just in vertical.... and yes we'd have to add 3 sprites for the water too. one which looks like swimming forward and paddling back.... if we don't do it then.. i think it'd seem odd as it would if u remove the two sprites of walking with one foot forward and backward![]()
I am sorry for asking that much -_- but i don't think it'd look good without the forward and backward, it'd look like the whole graphic is moving not animating, anyways.. thanx for looking into thisI think I see what you're getting at, but I think a randomly bobbing head would look just fine. Of course, you have every right to request what you're looking for. (I may still take a stab at my idea for you - but I'm pretty sure my spriting abilities are not up to snuff with your vision.)
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Well, i'll try it but if u can make a script it'd be easy as we don't have to use the event every time in maps if we wanteither a script or an event both would be easy to do. as for wanting just the head just use Photoshop.and delete the body.
like attached?
Thanx i just wanted like sketchy sketch did .. i'll ask herSwimming sprites:
Tatanya's are made for underwater scenes, so if you wanted them to be partially in and out of the water you could ask Kalez (her sweetie) to edit them to look like that, maybe. (move them down, add a little splash...)(he's busy with a book, but it is worth a try!)
http://rmcollective.com/about6.html
Sketcy-sketch's swimming Ralph (click on "under construction" and click on "sprites"
http://www.rpgmakerv...topic=31149&hl=
just sub the boat for the swimmer. =]
also
http://www.rpgmakerv...ndpost&p=449882
Pine's Link swimming edit by Sketcy
http://www.rpgmakerv...ndpost&p=385831
(in-game screenie a few posts down)
And there is a swimming template for XP posted here
http://www.rpgmakerv...ndpost&p=364396
CHANGE ACTOR GRAPHIC DEPENDING ON LOCATION
This event is just as simple as the previous one. What it does is change the actor's graphic depending on their location - so if they are swimming it will automatically change to a swimming graphic, and back to a walking graphic if they go on land.
The first step is to create a common event named Swimming (or whatever you want) with a Trigger: Parallel Process and a Condition Switch: Swimming. You will need to set three variables: one for the player's X value, one for the player's Y value, and the last to hold the location info value (you can reuse the ones in the previous code if you're using them both). The code inside the event should be as follows:
Control Variables: [0001:X] = Players Map X
Control Variables: [0002:Y] = Players Map Y
Get Location Info: [0003], Terrain Tag, Variable [0001][0002]
Conditional Branch: Variable [0003:Location Info] == 1
Change Actor Graphic: [Eric], 'swimming eric', 0, 'Actor4', 0
Else
Change Actor Graphic: [Eric], 'Actor4', 0, 'Actor4', 0
Branch End
And that's the entire code! Now you have two more steps, but they are relatively easy. The first is to go to tileset -> terrain tag and denote whatever tiles you want to change the graphic while on. I used the coast tiles in the A tab. The second step is for you to change the passage setting for those tiles so the player can freely enter and exit them. And that's it! You can use the darker ocean tiles as a border to keep the player from swimming too far into the water, and If you want to keep the player from swimming entirely, simply flip the Condition Switch: Swimming off.
