Walking through water... a la Mystic Searches/Origins!

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acaudel
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Re: Walking through water... a la Mystic Searches/Origins!

Post by acaudel » Mon Sep 24, 2018 1:48 pm

This is really helpful!
This script could lead to lots of possibilities!
My game is called Dummy Duck http://nesmakers.com/viewtopic.php?t=1005
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Electric cat
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Re: Walking through water... a la Mystic Searches/Origins!

Post by Electric cat » Wed Dec 25, 2019 11:47 pm

After player Mystic Origins, i did notice theat the collision detection between the water animation to getting out on to a walkable tile looks realy fluid.

This water code does seem to have a couple bugs.
How can we go about making the collision between water and walkable a smooth transition?
Code Name : Silencer (WIP)
Legacy Of Black(WIP)
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dale_coop
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Re: Walking through water... a la Mystic Searches/Origins!

Post by dale_coop » Thu Dec 26, 2019 10:49 am

I think the solid collision detection used in Mystic Origins is slightly different that the one we have in the 4.1.5
In the current version, the collision detection is kinda... weird. sometimes.
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
My son's game: KUBO 3
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Electric cat
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Re: Walking through water... a la Mystic Searches/Origins!

Post by Electric cat » Thu Dec 26, 2019 2:47 pm

dale_coop wrote:
Thu Dec 26, 2019 10:49 am
I think the solid collision detection used in Mystic Origins is slightly different that the one we have in the 4.1.5
In the current version, the collision detection is kinda... weird. sometimes.
OK that is very good to know It has made for some very ugly transitions I'm using it a lot in one of my games and it just looks bad right now.
Code Name : Silencer (WIP)
Legacy Of Black(WIP)
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fjamesfernandez
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Re: Walking through water... a la Mystic Searches/Origins!

Post by fjamesfernandez » Sun May 10, 2020 3:32 am

RinRem01 wrote:
Wed Sep 12, 2018 8:54 pm
I used this script to simulate walking through tall grass. However, once I walk into the tall grass tile my character quits walking. He looks in the directions I press, and he does the "InWater/TallGrass" animation, but he doesn't go anywhere. I copied the script word for word (I even kept it called "InWater" so I wouldn't screw up) :lol: . Any ideas? Thanks.
This is happening to me as well.

Made the Inwater.asm, put it in the Tile Script folder and tile script>Adventure folder. Went to project settings and assigned the Script and updated the root. I go in the water and just get stuck. Did anyone figure this out? How come the INwater name doesnt come up in the collision list?
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dale_coop
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Re: Walking through water... a la Mystic Searches/Origins!

Post by dale_coop » Sun May 10, 2020 10:01 am

The trick is to set the "inWater" action step to "GotoFirst" after timer of "1" (or at the end of animation)

(That in water animation is a really quick and not perfect solution... but for a small demo, it does the job... an for a bigger scale game --commercial game-- you will have to code that better)
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
My son's game: KUBO 3
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