Animated water tile

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Marscaleb
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Animated water tile

Post by Marscaleb » Tue Apr 19, 2016 3:39 pm

I've spent all day on this and can't see the forest for the trees. It looks at best "acceptable" but isn't what I really want. Feedback/tweaks/examples/whatevers would be appreciated.
Water1.gif
Water1.gif (5.61 KiB) Viewed 5860 times
This is for a side-scroller.
Last edited by Marscaleb on Tue Apr 19, 2016 4:10 pm, edited 1 time in total.

ccovell
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Re: Animated water tile

Post by ccovell » Tue Apr 19, 2016 3:51 pm

It looks good, like a rolling current, but kinda weird that such slightly calm oceans would create all that white foam. When I saw that white, I pictured crashing waves... then I remembered how the seas looked in Agony on the Amiga.

You can use the animated GIFs on this page as a reference, perhaps: http://francksauer.com/index.php/games/ ... s/10-agony

Sik
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Re: Animated water tile

Post by Sik » Tue Apr 19, 2016 5:09 pm

That looked more like lighting to me, not white foam. Probably not much that can be done if the palette has to be shared with something else.
Marscaleb wrote:I've spent all day on this and can't see the forest for the trees.
You make it animated putting tiles side by side and you still can't see it? o.o

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Drew Sebastino
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Re: Animated water tile

Post by Drew Sebastino » Tue Apr 19, 2016 5:13 pm

I don't even know the name of this game, all I know is that it's for the Amiga and has amazing water:

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rainwarrior
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Re: Animated water tile

Post by rainwarrior » Tue Apr 19, 2016 5:33 pm

Espozo wrote:I don't even know the name of this game
You apparently didn't even look at the URL of the image you linked?

It's called Agony.
https://www.youtube.com/watch?v=WYxIJxqrv6U

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tokumaru
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Re: Animated water tile

Post by tokumaru » Tue Apr 19, 2016 5:37 pm

And was mentioned in the very first reply...

ccovell
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Re: Animated water tile

Post by ccovell » Tue Apr 19, 2016 5:46 pm

Very sorry to dogpile, Espozo, but those guys posted while I was making this.
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viewtopic.php?p=168874#p168874

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Drew Sebastino
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Re: Animated water tile

Post by Drew Sebastino » Tue Apr 19, 2016 6:22 pm

rainwarrior wrote:You apparently didn't even look at the URL of the image you linked?
I just looked on Google images for "Amiga owl shmup" because I remember seeing a video of the game, and I found that nice image.

So as usual, I brought nothing to the table... :lol:

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Marscaleb
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Re: Animated water tile

Post by Marscaleb » Tue Apr 19, 2016 7:09 pm

I just canned it and started over from scratch.
Water-v2-B.gif
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tokumaru
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Re: Animated water tile

Post by tokumaru » Tue Apr 19, 2016 7:57 pm

I like the new version much better! The fact that some elements move in opposite directions makes the effect more fluid somehow.

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Marscaleb
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Re: Animated water tile

Post by Marscaleb » Tue Apr 19, 2016 9:36 pm

Slight tweak to try to make it look less dramatic, and a different tile for more subdued water.
Water-v2-B.gif
Water-v2-B.gif (3.5 KiB) Viewed 5755 times
Water2-v1-B.gif
Water2-v1-B.gif (1.1 KiB) Viewed 5755 times
I spend more time making bad art and starting over again than I do making actual good art.

lidnariq
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Re: Animated water tile

Post by lidnariq » Tue Apr 19, 2016 10:22 pm

Vaguely reminds me of the Lemmings 2 liquids (oil, water, &c)...

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pubby
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Re: Animated water tile

Post by pubby » Thu Apr 21, 2016 9:15 am

You may have better results if you make the white pixels move in circles rather than from left to right.

Image

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FrankenGraphics
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Re: Animated water tile

Post by FrankenGraphics » Thu Apr 21, 2016 10:41 am

That is the key! When the pixels are linearly moving in one direction and consequently replaced, the water appears to be moving in unison in that direction (which is fine in a stream or fall, but may come across as unnatural otherwise).

Note that all the dots in the example does sinus rolls in the same direction, but in different phases, ie. low wave dot is always -180 degrees apart from an high wave dot throughout their respective circles, and so on.

EDIT: Another rule of thumb that may be applied - the longer the movement in pixels-per-frame, the finer the granularity of the increments need to be in order to be smooth. Ie. frame rate and number of frames is adjusted accordingly. In this case, i'd test same or slower frame rate with more frames.

This rule can be bent with delayed colour decay or motion blur/frame interpolation. The closest we can come to that on the nes is neighboring brightnesses and hues and/or dithering. Some programs allow you to dump interpolations which you then can work on; for example 60 degree increments á 6 frames.
Last edited by FrankenGraphics on Thu Apr 21, 2016 11:16 am, edited 2 times in total.
http://www.frankengraphics.com - personal NES blog

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Marscaleb
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Re: Animated water tile

Post by Marscaleb » Thu Apr 21, 2016 11:02 am

OMG pubby, that may be the best reference I have ever seen!

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