The Daily Click ::. Forums ::. Klik Coding Help ::. Water animation
 

Post Reply  Post Oekaki 
 

Posted By Message

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
5th September, 2005 at 20:48:53 -

I know this isnt programming but does anyone know any decent tutorials for animating water, pixel based? 32x32 or 64x64. or anything similar?

 
n/a

hishnak



Registered
  18/04/2004
Points
  994
5th September, 2005 at 20:55:23 -

What do you mean animating water? Like a waterfall?

 
I'm feeling a bit wella

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
5th September, 2005 at 22:04:03 -

I was hoping you would help

Like just a normal water tile like most top down, tile games. ie pokemon

 
n/a

Radix

hot for teacher

Registered
  01/10/2003
Points
  3139

Has Donated, Thank You!VIP MemberGOTW WINNER CUP 1!GOTW WINNER CUP 2!GOTW WINNER CUP 3!GOTW WINNER CUP 4!
5th September, 2005 at 22:20:28 -

The shore is the most important part. Your water could be plain grey if the edges where it meets land are done well.
How the water is animated depends entirely on what kind of water it is. Still water, rivers and oceans all behave differently. But that also depends on the overall style of your game.

 
n/a

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
6th September, 2005 at 08:27:03 -

well in pokemon the water doesn't move at all (if i remember)

I would just go for blue with white dashes.

then to animate it copy the picture to the next animation frame and in the picture editor cut a few lines off the left side move the rest to the left and paste the few lines in the space on the other side. (see what I mean?)

do this until it loops.

 
.

hishnak



Registered
  18/04/2004
Points
  994
6th September, 2005 at 08:37:30 -

okay, maybe this will help

http://www.gorobotics.net/sam/albums/userpics/10001/water.png

 
I'm feeling a bit wella

DeadmanDines

Best Article Writer

Registered
  27/04/2006
Points
  4758
6th September, 2005 at 11:46:39 -

Right, as Radix said this can depend much on the style of your game.

One trick I've used before is to have two active objects. Call one of them 'ripple generator' and one of them 'ripples'.

The ripple generator is made invisible at the start of the level. You place copies of it over the water (they don't have to cover the whole thing).

Then you make a little wave (probably best to do a very gently upside-down white 'V' shape for now) and give it a 'fade out' effect (or code one yourself if you're not lazy, cos fade out can be buggy).

Then in the events, make it so each Ripple Generator creates ripple objects at random positions within a certain distance of itself.

Then destroy the waves as soon as they appear.

This avoids having animations that constantly loop, and looks more natural.

Generally, it's better to have MMF/TGF generating animations by moving objects rather than playing lots of pictures. It means you can make more randomised and fluid-looking animations.

 
191 / 9999 * 7 + 191 * 7

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
6th September, 2005 at 12:44:39 -

Cool hishnak, thats the sort of thing i was going for, a bit better than what i wanted but it should help,

the random generator is good but i really wanna stick to tiles, keeps the whole style together,

Thx for the help!

 
n/a

Windybeard Games



Registered
  14/04/2005
Points
  219

You've Been Circy'd!VIP MemberCandy Cane
6th September, 2005 at 12:46:16 -

Just finished the main water tile, i would post it but cant be bothered to load it up atm, will do later so you can give me some feed back!

Thx again

 
n/a
   

Post Reply



 



Advertisement

Worth A Click