Nifflas' Support Forum
Level Editing Support => Knytt Stories Level Editing Support => Topic started by: meisbored on July 24, 2009, 00:09:15
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Probably a really dumb question, but how the hell do I get the fish to stop flying through walls and things? I can't seem to get them to stay in the water
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I hate to break it, but you build the level to accomodate the fish, so unless your level design won't be usable, that's the easiest solution I can think of, which is rebuilding the screen. (easier still is to exclude fish, but I doubt people are that lazy.)
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Nop, even the bouncy KSA yellow square can't stop those fishes.
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Nothing can stop the fishes! Evil fishes from hell!
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Nothing can stop the fishes! Evil fishes from hell!
May I just take this opportunity to say that I love this thread's title? It sounds like a new, crazy sport for pet owners...
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Nothing can stop the fishes! Evil fishes from hell!
May I just take this opportunity to say that I love this thread's title? It sounds like a new, crazy sport for pet owners...
XD
yes, unfortunately, you must accomodate the fish because...what did salmoneous say again? oh yeah, they're
Evil fishes from hell!
XD
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Nop, even the bouncy KSA yellow square can't stop those fishes.
Nothing can stop the fishes! Evil fishes from hell!
Fish is the plural of fish.
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Fish is the plural of fish.
Unless you're Gollum.
;-)
To get this thread back on topic (somewhat): so, the only way to use the fish objects properly is to use them in a screen that has nothing *but* fish and water? But what would the use of such a screen be, if there's not even ground to walk on, or a tube to climb through or whatever? I know I've seen fish used in screens that also had walkable ground of one sort or another, and I don't remember the fish going through the ground there...
ETA: I should experiment before I ask stupid questions. So, after some fish watching, I see that the fish have a certain programmed range of motion... you put them high enough above the ground, or far enough from whatever climbable/walkable structure you want, and you're fine.
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Something else you could do is, surprisingly enough, completely ignore the fact that they go over solid tiles. Place them on layer 6 or 7, and it looks like the fish are swimming in front whatever underwater passage Juni is in. Since it's assumed that you play the game from the side, and thus are seeing into buildings, this doesn't actually detract from the look of the level. :)
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Thanks for this topic, I was wondering about this too. Just took them out since I couldn't find any way to stop it, or animals from wandering off.
BTW, fishes is plural when speaking of more than one species of fish, I think there's a couple different ones. ;)
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wouldn't it then be species of fish?
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Something else you could do is, surprisingly enough, completely ignore the fact that they go over solid tiles. Place them on layer 6 or 7, and it looks like the fish are swimming in front whatever underwater passage Juni is in. Since it's assumed that you play the game from the side, and thus are seeing into buildings, this doesn't actually detract from the look of the level. :)
Keep in mind that this does look pretty strange under certain circumstances. (In particular, the "background" fish should never be used in this manner.) The typical solution is still to build your screens around the fish paths, something that usually isn't actually very difficult.
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Do invisible tiles with white lines across them work?
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No.
Fishes are just path followers, they always travel exactly the same path.
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You could use custom objects to make it look like the fish are swimming behind stuff.
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You could use custom objects to make it look like the fish are swimming behind stuff.
That could slow down screen rendering a lot, depending on how excessively it's done.
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You could use custom objects to make it look like the fish are swimming behind stuff.
That could slow down screen rendering a lot, depending on how excessively it's done.
Not to mention a few other problems it could cause, including:
- You'd be limited to 2 layers (4 and 5) instead of 3 (0, 1, and 2)
- You'd have to make a lot of COs--one for each tile orientation
- You've blocked off layers 4 and/or 5 (and in some cases 6 and 7) for placing regular COs
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You'd need 9 COs, 5 if you're creative, and you've blocked of layers 6 and 7, not 4 and 5.
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You'd need 9 COs, 5 if you're creative, and you've blocked of layers 6 and 7, not 4 and 5.
9 (or 5) COs per tileset, and you have blocked off layers 4 and 5, unless you want the tileset to be in front of juni.
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You could use custom objects to make it look like the fish are swimming behind stuff.
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You could use custom objects to make it look like the fish are swimming behind stuff.
My bad. You've only blocked off layer 5.