i suppose it's entirely possible if every droplet was quite blocky. like an 8x8 block or something.
maybe pinball movement (MMF2) could help you there?
Hmm, I didn't really meant the water like that. I can't descipte that very well, but here is the screenshot:
http://fi.wikipedia.org/wiki/Kuva:Wings_screenshot.png
I mean the water like this. As you can see it can flood/flow/what ever
Not really... The water must act like water no matter what kind of surface it colides with... But if you just want that waterfall and nothing more a single active works, but i don't think thats what he wants
Your level design, in general, is not going to change at runtime. At least, not drastically.
Since this is the case, you don't need to make a waterfall act like running water. Just make it *look* that way.
A nicely convincing system I've used before is just to have a single blue circle (32x32). Give it a path movement, and trace out the path of the water. Use nodes sparingly, so only use a node when the water is coliding with something (e.g. a node at the top and bottom of a waterfall, but NONE in between).
In the events, create a copy of this object every 0.10 seconds or so. The result will be a stream of large watery blobs. These define the basic body of the water. Make sure that when the water reaches a certain position (e.g. a pool at the bottom of the level), it is destroyed. This way you can keep object count down to about 37.
When the player is overlapping a blob of water, you set its semitransparency ratio to 64 (50%). When the blob reaches a node in its path, you set semitrans back to 0 (0%) so that it's totally opaque again.
This has the effect of making the water look thinner when it collides with the player, as if it's parting.
Then, make some smaller water droplets. These will be sprayed as particles (use pingpong movement) when the player colides with the water. You can also spray them at specific places, like when the water is splashing into a pool, for example.
Make sure that the particles die on colision with one of the large water blobs. Also give them an age limit (always add 1 to Alt Val A. If val A > 100, destroy). This keeps numbers down.
Then if you have MMF2, make sure the water is on a layer behind everything else. This will let you put it behind backdrop objects.
Then u've got more of a problem. U may be able to build alternative paths, but that's hard. My suggestion would be to make sure that any waterfalls are always in areas where the ground CAN'T be destroyed (e.g. pouring onto the hardest kind of rock there is).
191 / 9999 * 7 + 191 * 7
DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
1st August, 2006 at 10:57:39 -
Those falling water algorithms are pretty CPU intensive... I suggest you try looking around on http://fallingsandgame.com/ .
EDIT: there's no MMF or anything there, but plenty of people whi know the physics behind pixels falling like water.
a more simple option would be to have a bank of hidden objects and have them all " shoot a droplet in a random direction from say.....three. then when the droplets hit the surface have them change direction with regards to the slope of gradient of the surface. i know it's primitive but it will give you a similar result to that which you are trying to get