This is NOT a script release! Too many bugs just yet. I just want to see if there is any interest in it. If there is interest, I'll clean it up and improve functionality and make a proper Script Release Post. Probably just edit this one.
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Okay, now that thats out of the way, I can talk a bit more about what this is and does. It will probably make a whole lot of sense as to my recent questions about acceleration and optimising Event XY and stuff like that. You'd probably need to see the script itself tho. I also feel like Ive gotten quite rusty at XP scripting so this is just something for me to do in order to refocus my skills.
So what it does is it uses Terrain Tags to cause the Player or Events to slide down a hill. Other Ice scripts that I've seen just make the player slide across a surface. Others dont do much in the way of forcibly altering a Characters position. A couple of notes.
THERE ARE BUGS. I am aware. If there is any interest, I'll fix em.
Events can slide downhill by turning Through off and putting \ice in the Name of the event. I did the naming thing in such a way that it will remove the word "\ice" from an Event Name in order to prevent conflicts with other scripts that display event names. Player and Events can both just use the property "ice" to turn it on or off. Ice is turned ON for the Player by default, and OFF for Events. But that can be changed with event.ice = true or in a Move Route Script @ice = true.
Let me know what you guys think!
Demo Download
http://www.775.net/~heretic/downloads/rmxp/IceTerrainDemo.exe
(http://www.775.net/~heretic/downloads/rmxp/images/DownhillIce.jpg)
That was a fun demo lol. Nicely done, but what are the bugs o.o nothing went wrong for me.
Bugs:
#1 The first sliding Crystal. Positioning was tricky and it doesnt always trigger for some reason.
#2 Remember the Rock you had to push? I wanted that to be a Box instead of a Rock. When the graphic comes from a Spritesheet instead of the Tileset, the player slides through that event and isnt blocked.
#3 Last movable Rock you had to push down. I tried setting a "Wait for Moves Completion" pushing it down, but it seems to cause the game to hang. I evented around it for the Demo.
Forgot to mention that if an Event has a Tile and the Event is not flagged as Through, the Event Tile works correctly also. Like if you had a bridge over the Ice Tiles made from events, that will work. Setting the Event to Through causes Terrain Tag to still function so you can slide "under" bridges.
I'll work on these bugs when I get some time...
I just messed around with this, and I think it is great.
I do have a snowy region in my project and I do believe I would like to use this for the mountain in that area.
I have no Idea why no one has ever done it before(if they had I never noticed) this script is really good.
I really like what you have here. I thought you were working on that moving platforms thing. :P
I could probably figure out those bugs if I didn't have like 5 script requests to do right now.
Meh, no big deal about the bugs, I'll get to em at some point. I was working on Platforms, and this idea kind of popped into my head. Similar concepts though, but figuring out the collisions with Platforms proved to be a bit much, and this enabled me a chance to build some new tools, such as "terrain_tag_here(x, y)" which will also be used in Platforms. And acceleration. So much to do...
this combined with moving platforms would be interesting to see, I would love to mess around with this and that one combined.