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View Full Version : Sidescroll Swimming?



Meepalasheep
09-16-2014, 12:25 AM
As is, if Sideview Gravity is on and someone has flippers, they just fall down in water combos. Is there any way to script something so that the flippers allow the PC to swim up/down when sideview gravity is on?

SUCCESSOR
09-17-2014, 01:39 AM
It is possible. And I believe someone has done it... *walks away*

*walks back* Couldn't find it. Hmmmm...

Zim
09-18-2014, 04:19 PM
As is, if Sideview Gravity is on and someone has flippers, they just fall down in water combos. Is there any way to script something so that the flippers allow the PC to swim up/down when sideview gravity is on?

That'd be simple, but you'd need to use LTM (Link Tile Modifiers) and DrawCombo or DrawTile over Link's graphics to make it look like he's swimming. When Link leaves the ground in SideView (While Link->Z>0) he is "flipping" in the air, and if that action is prolonged, he just flips upside down and stays that way.
The rest is simple enough, just make a combo that is sideview water, then call an input, if(Link->InputR) for example:
if(Link->InputR && Screen->GetComboAt(Link->X,LinkY)==SIDEWATERCOMBO)//Any button and combo of your choice
{Link->Jump=SWIMAMOUNT;}

Put something like that in your global and it'd be good to go.

ZeldaPlayer
09-25-2014, 07:44 PM
There was a thread of this made on PureZC, here's the link: http://www.purezc.net/forums/index.php?showtopic=64529&hl=+sideview%20+water

SUCCESSOR
09-25-2014, 08:29 PM
There was a thread of this made on PureZC, here's the link: http://www.purezc.net/forums/index.php?showtopic=64529&hl=+sideview%20+water

That;s the one I was looking for. Was the request sufficiently fulfilled?