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Flooding room

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Joined: 19 May 2009
Flooding room

So I have an idea for an area of a dungeon were a large’ish room slowly fills up with water, first knee deep, than waist than neck ect. until you esacpe or it rises over the PC head and then drowns.

Now my question... can I actually do this?  

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Joined: 18 Jan 2006

Perhaps the only way I can think of to do this is with a specially constructed character sprite sheet which is one tile high and as wide as the whole room. If you animate it on the sprite sheet so this sprite moves up slowly, that should work. You'll have to place events in a long vertical line in the middle of the room.

The reasoning behind this is based on how RMXP handles Z-ordering on the map. If you do it this way the water should sort of display at the correct height around the characters and under the ceiling.

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Joined: 28 Aug 2011
or maybe you could just edit the same map tileset your using, and make a few copies of the same map with with various levels of the water rising up, bit of a longer process but it's possible that way.. then just use an event to switch maps without fade in. I think that mite work.
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Joined: 9 Dec 2015

Now, this looks complicated. It is a little bit complicated looking at those circuits and stuff. - Marla Ahlgrimm

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