You can get your player to be in an area that is below sea level with a few tweaks.
Create a field
lower the land to between 63 and 67 height
use “desert”
These settings work well:
European
Summer (Do not use Autumn, Winter, Default, or Spring)
Night
Dense Fog
Background: Off
Elevation: Low
Magic: Allowed (doesn’t affect anything)
Trees: Average (doesn’t affect anything)
Okay, now go to layout mode and place low grass, high grass, and reef [under the “building/rainbow“ category] decorations around the area you’re going to be. Place several reefs. Again, believe me, this will make the effect much nicer.
Okay, now create an invisible auto event with say Shared Variable 23 = 0 as the trigger
The event code should start with:
Modify Field Property -> name of field (modify the elevation to Average)
Refresh Display
I set up the rest of my event code like this:
Decision Branch -> Which direction would you like to go?
<Option 1/Start> “Forward”
Modify Shared Variable 23 (to 1)
Modify Field Property-> name of field (modify the elevation to Low)
Refresh Display
Movement -> name of field
<Option 1/End>
<Option 2/Start> “Back to Dry Land”
Warp -> field that you originally came from
<Option 2/End>
Okay, now try it out.
Select the field as your starting position and playtest.
You will enter the field. The underside of the water will appear above your head. You will be surrounded by kelp and bubbling reefs. That’s right, at night (and only in Summer time) the reefs give off bubbles. It’s really a neat effect!
You will not be able to move your character with your left analog stick since you are underwater, but you can pan the camera around using the right analog stick. The Question about which direction you’d like to go will appear. Choose "Forward". Your player will then move where you programmed him/her to move. Or select “Back to Dry Land” and the player will warp to another field.
Now, for this to work, you will have to set up other auto events (with triggers 23=1, 23=2, 23=3, etc) with other choice branches so that the player can move around in different directions. You may even want to give the player four choices like North, South, East, and West, for example.
Using Auto Events, Variables, and Modify Field Property and Refresh Display codes, its works rather well. Of course, placing other events down there like statues or treasure chests would add to the effect.
Any comments are welcome.
Create a field
lower the land to between 63 and 67 height
use “desert”
These settings work well:
European
Summer (Do not use Autumn, Winter, Default, or Spring)
Night
Dense Fog
Background: Off
Elevation: Low
Magic: Allowed (doesn’t affect anything)
Trees: Average (doesn’t affect anything)
Okay, now go to layout mode and place low grass, high grass, and reef [under the “building/rainbow“ category] decorations around the area you’re going to be. Place several reefs. Again, believe me, this will make the effect much nicer.
Okay, now create an invisible auto event with say Shared Variable 23 = 0 as the trigger
The event code should start with:
Modify Field Property -> name of field (modify the elevation to Average)
Refresh Display
I set up the rest of my event code like this:
Decision Branch -> Which direction would you like to go?
<Option 1/Start> “Forward”
Modify Shared Variable 23 (to 1)
Modify Field Property-> name of field (modify the elevation to Low)
Refresh Display
Movement -> name of field
<Option 1/End>
<Option 2/Start> “Back to Dry Land”
Warp -> field that you originally came from
<Option 2/End>
Okay, now try it out.
Select the field as your starting position and playtest.
You will enter the field. The underside of the water will appear above your head. You will be surrounded by kelp and bubbling reefs. That’s right, at night (and only in Summer time) the reefs give off bubbles. It’s really a neat effect!
You will not be able to move your character with your left analog stick since you are underwater, but you can pan the camera around using the right analog stick. The Question about which direction you’d like to go will appear. Choose "Forward". Your player will then move where you programmed him/her to move. Or select “Back to Dry Land” and the player will warp to another field.
Now, for this to work, you will have to set up other auto events (with triggers 23=1, 23=2, 23=3, etc) with other choice branches so that the player can move around in different directions. You may even want to give the player four choices like North, South, East, and West, for example.
Using Auto Events, Variables, and Modify Field Property and Refresh Display codes, its works rather well. Of course, placing other events down there like statues or treasure chests would add to the effect.
Any comments are welcome.








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