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This article details my journey in implementing dynamic water effects in Game Maker Studio 1.4. It covers setting up the water object, updating displacement, drawing the surface, adding reflection effects, and fine-tuning adjustments. Despite initial glitches, I experimented with splash triggers and horizontal movement for a more fluid feel. Overall, it's a guide for fellow developers to enhance their game environments with realistic water simulation.

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Water effects can add depth and realism to game environments, bringing them to life in ways that static elements cannot. In this guide, we'll walk through the process of creating dynamic water effects in Game Maker Studio 1.4, a popular game development platform. Whether you're a beginner or an experienced developer, you'll find this step-by-step tutorial easy to follow.

  1. Setting Up the Water Object (oWater):

    • Define the oWater object to represent the water surface.
    • Use surface_points to simulate wave displacement.
    • Initialize surface_points to create a baseline water surface.
  2. Updating Water Displacement:

    • Implement logic to update water displacement based on nearby entities.
    • Adjust displacement based on the velocity of entities entering or exiting the water.
    • Use conditional statements to differentiate between upward and downward movements.
  3. Drawing the Water Surface:

    • Implement the Draw Event for oWater.
    • Draw a line connecting each point in surface_points to visualize the water surface.
    • Adjust line drawing to create a smooth wave effect.
  4. Fine-Tuning and Adjustments:

    • Experiment with parameters such as splash_strength and effect_threshold to achieve desired water behavior.
    • Test the game to observe how changes affect the water's appearance and interaction.
    • Iterate on the design to create realistic and visually appealing water effects.

Conclusion TLDR: Creating dynamic water effects in Game Maker Studio 1.4 is an accessible process that can greatly enhance the visual appeal of your game. By following the steps outlined in this guide, you can bring your game environments to life with realistic water simulation. Experimentation and iteration are key to achieving the perfect balance of aesthetics and functionality in your water effects.

Going to try and make a dynamic waterline this time around.
It didn't take too long to get something working based on input from an oEntity


Glitchy!


Just had to manage when the splash would trigger


Fine tuning the displacement and threshold, need to add a wave upward when going in, so the water doesn't just return to flat line right away. That should give it a more liquid feel.



Added horizontal movement back to the water surface

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