Dynamic waters

Give us your feedback about the Level Editor! Or have an idea? Post it here!

Dynamic waters

Postby CritiKill » 24 December 2015, 05:01

Now, I know that water can flow (in the form of surface waves) in PB2.5, but hear me out here. What if water worked like a movable?

Demonstration:
1


2


When the water is "drained," it would move to another region, as shown in picture 2. This should be entirely possible, to just move some of the movable code over to water in order to have it be dynamic.
User avatar
CritiKill
Recruit
 
Posts: 22
Joined: 21 November 2013, 23:12
Location: the Commonwealth

Re: Dynamic waters

Postby mingo1 » 24 December 2015, 05:50

Hm, really cool. Never seen this idea before although I'm sure it has been thought of.

Question: How would the water be drained? AKA what would drain it?

Let me know.
I'd be quite fond is it was something creative. However, this is already a cool idea in itself.

:D
_________________________________________________________________________________________________________________
When I get older, I will be stronger, they'll call me freedom, just like a waving flag.

- K'NAAN


Join Me!: http://www.YouTube.com/c/Turbine768 |
Last edited by mingo1 on 24 December 2015, 10:26, edited 1 time in total.
User avatar
mingo1
Administrator
 
Posts: 515
Joined: 1 January 2014, 00:19
Location: California—The Golden State!

Re: Dynamic waters

Postby CritiKill » 24 December 2015, 05:55

mingo1 wrote:Hm, really cool. Never seen this idea before although I'm sure it has been thought of.

Question: How would the water be drained? AKA what would drain it?

Let me know.
I'd be quite fond is it was something creative. However, this is already a cool idea in itself.

:D

The basic idea is to move some of the movable's code into water, essentially turning the water into a movable, while retaining the ability to swim in it.
So, if you had a region, and activated a trigger (move water 'A' to region 'B') the water's area would move over to region 'B'.
User avatar
CritiKill
Recruit
 
Posts: 22
Joined: 21 November 2013, 23:12
Location: the Commonwealth

Re: Dynamic waters

Postby Vexiled » 24 December 2015, 06:17

Good idea, i like it a lot and can make for some interesting designs (Especially for puzzle maps). Though I'm skeptical about 1 thing:

I know it would be only a minor issue at most, but it'd look bad, since when the water goes behind a wall/door it's still visible, which isn't all that pretty to look at (Though again, minor issue).
We are machines, tools bereft of heart. We have lived, yet were never alive. Let us die having lived.
User avatar
Vexiled
Cyber Grub [25]
 
Posts: 32
Joined: 12 March 2015, 00:55
Location: United States

Re: Dynamic waters

Postby maxim12 » 24 December 2015, 12:47

Suggested so many times.

But I agree with the idea.

Eric, make it happen in PB2.5!
Thunder and Blood

maxim12
Phoenix Falkok [450]
 
Posts: 462
Joined: 16 July 2013, 20:56

Re: Dynamic waters

Postby assasinguy » 24 December 2015, 12:59

Sounds awesome, I see no reason not to do this.
assasinguy
User avatar
assasinguy
Usurpation Destroyer [350]
 
Posts: 397
Joined: 24 July 2013, 20:36

Re: Dynamic waters

Postby Kiriakos Gr96 » 24 December 2015, 13:01

very interesting idea
it will be nice to have it in the game +1
User avatar
Kiriakos Gr96
Administrator
 
Posts: 619
Joined: 13 August 2013, 16:52
Location: Greece.

Re: Dynamic waters

Postby guest-electric fish » 24 December 2015, 15:59

smart idea +1
Spoiler: Show More
now the show is over ladies and gentlemen !!!! thanks for being here tonight and i really appriciette your presence so once again thank you very much and have an good night
User avatar
guest-electric fish
Falkok [250]
 
Posts: 284
Joined: 6 April 2015, 17:10
Location: Pluto.the cold never bother me anyway

Re: Dynamic waters

Postby plasma88 » 24 December 2015, 16:20

i +1 this

plasma88
 

Re: Dynamic waters

Postby CritiKill » 24 December 2015, 19:40

Vexiled wrote:Good idea, i like it a lot and can make for some interesting designs (Especially for puzzle maps). Though I'm skeptical about 1 thing:

I know it would be only a minor issue at most, but it'd look bad, since when the water goes behind a wall/door it's still visible, which isn't all that pretty to look at (Though again, minor issue).

Maybe Eric could stop water from rendering inside of a solid material?
User avatar
CritiKill
Recruit
 
Posts: 22
Joined: 21 November 2013, 23:12
Location: the Commonwealth

Re: Dynamic waters

Postby yi en » 25 December 2015, 11:32

moving water to region. This is the idea I have always wanted. that is awsome.
User avatar
yi en
Civil Security Boss [500]
 
Posts: 556
Joined: 20 August 2013, 09:10
Location: What do you need, then?

Re: Dynamic waters

Postby shadowstorm122 » 27 December 2015, 20:04

So theres a door under the water and when the door is opened the water drains?
User avatar
shadowstorm122
Falkok [250]
 
Posts: 252
Joined: 24 July 2013, 19:37
Location: Across The Sea

Re: Dynamic waters

Postby assasinguy » 27 December 2015, 22:52

shadowstorm122 wrote:So theres a door under the water and when the door is opened the water drains?


Yeah pretty much, but I think it would probably just disappear suddenly rather than draining realistically.
assasinguy
User avatar
assasinguy
Usurpation Destroyer [350]
 
Posts: 397
Joined: 24 July 2013, 20:36

Re: Dynamic waters

Postby Konquer » 28 December 2015, 14:25

+ for you
http://prntscr.com/9je7ii Forum Takeover
http://prntscr.com/9w48i6 comeback
http://prntscr.com/bnnrqa Simple kill
User avatar
Konquer
Usurpation Soldier [50]
 
Posts: 85
Joined: 7 November 2014, 16:40
Location: loli island


Return to Level Editor

Who is online

Users browsing this forum: No registered users



cron