nesdev.com
http://forums.nesdev.com/

Animated water tile
http://forums.nesdev.com/viewtopic.php?f=21&t=14108
Page 1 of 2

Author:  Marscaleb [ Tue Apr 19, 2016 3:39 pm ]
Post subject:  Animated water tile

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.

Attachment:
Water1.gif
Water1.gif [ 5.61 KiB | Viewed 2428 times ]

This is for a side-scroller.

Author:  ccovell [ Tue Apr 19, 2016 3:51 pm ]
Post subject:  Re: Animated water tile

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

Author:  Sik [ Tue Apr 19, 2016 5:09 pm ]
Post subject:  Re: Animated water tile

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

Author:  Espozo [ Tue Apr 19, 2016 5:13 pm ]
Post subject:  Re: Animated water tile

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

Image

Author:  rainwarrior [ Tue Apr 19, 2016 5:33 pm ]
Post subject:  Re: Animated water tile

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

Author:  tokumaru [ Tue Apr 19, 2016 5:37 pm ]
Post subject:  Re: Animated water tile

And was mentioned in the very first reply...

Author:  ccovell [ Tue Apr 19, 2016 5:46 pm ]
Post subject:  Re: Animated water tile

Very sorry to dogpile, Espozo, but those guys posted while I was making this.
Image

viewtopic.php?p=168874#p168874

Author:  Espozo [ Tue Apr 19, 2016 6:22 pm ]
Post subject:  Re: Animated water tile

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:

Author:  Marscaleb [ Tue Apr 19, 2016 7:09 pm ]
Post subject:  Re: Animated water tile

I just canned it and started over from scratch.

Attachment:
Water-v2-B.gif
Water-v2-B.gif [ 3.51 KiB | Viewed 2361 times ]

Author:  tokumaru [ Tue Apr 19, 2016 7:57 pm ]
Post subject:  Re: Animated water tile

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

Author:  Marscaleb [ Tue Apr 19, 2016 9:36 pm ]
Post subject:  Re: Animated water tile

Slight tweak to try to make it look less dramatic, and a different tile for more subdued water.

Attachment:
Water-v2-B.gif
Water-v2-B.gif [ 3.5 KiB | Viewed 2323 times ]


Attachment:
Water2-v1-B.gif
Water2-v1-B.gif [ 1.1 KiB | Viewed 2323 times ]


I spend more time making bad art and starting over again than I do making actual good art.

Author:  lidnariq [ Tue Apr 19, 2016 10:22 pm ]
Post subject:  Re: Animated water tile

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

Author:  pubby [ Thu Apr 21, 2016 9:15 am ]
Post subject:  Re: Animated water tile

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

Image

Author:  FrankenGraphics [ Thu Apr 21, 2016 10:41 am ]
Post subject:  Re: Animated water tile

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 รก 6 frames.

Author:  Marscaleb [ Thu Apr 21, 2016 11:02 am ]
Post subject:  Re: Animated water tile

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

Page 1 of 2 All times are UTC - 7 hours
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/