Animated water tile
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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.
This is for a side-scroller.
This is for a side-scroller.
Last edited by Marscaleb on Tue Apr 19, 2016 4:10 pm, edited 1 time in total.
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
You can use the animated GIFs on this page as a reference, perhaps: http://francksauer.com/index.php/games/ ... s/10-agony
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.
You make it animated putting tiles side by side and you still can't see it? o.oMarscaleb wrote:I've spent all day on this and can't see the forest for the trees.
- Drew Sebastino
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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:
- rainwarrior
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Re: Animated water tile
You apparently didn't even look at the URL of the image you linked?Espozo wrote:I don't even know the name of this game
It's called Agony.
https://www.youtube.com/watch?v=WYxIJxqrv6U
Re: Animated water tile
And was mentioned in the very first reply...
Re: Animated water tile
Very sorry to dogpile, Espozo, but those guys posted while I was making this.
viewtopic.php?p=168874#p168874
viewtopic.php?p=168874#p168874
- Drew Sebastino
- Formerly Espozo
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- Location: Richmond, Virginia
Re: Animated water tile
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.rainwarrior wrote:You apparently didn't even look at the URL of the image you linked?
So as usual, I brought nothing to the table...
Re: Animated water tile
I just canned it and started over from scratch.
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.
Re: Animated water tile
Slight tweak to try to make it look less dramatic, and a different tile for more subdued water.
I spend more time making bad art and starting over again than I do making actual good art.
I spend more time making bad art and starting over again than I do making actual good art.
Re: Animated water tile
Vaguely reminds me of the Lemmings 2 liquids (oil, water, &c)...
Re: Animated water tile
You may have better results if you make the white pixels move in circles rather than from left to right.
- FrankenGraphics
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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 á 6 frames.
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.
Re: Animated water tile
OMG pubby, that may be the best reference I have ever seen!