Animated water dripping down the cave walls. In general they probably shouldn't be used as much as in this screenshot:
These tiles are somewhat difficult to see in Tiled, as you can see:
Source and testmaps pack:
map012-3 is intended to go in the release
map018-3 is just a test map (it adds stuff to the cave east of the demon mines)
In a high-magic area, it might be fun to make the sparkles go upwards.[WIP] Animated dripping cave walls
[WIP] Animated dripping cave walls
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- wetwalls_sources.tar.bz2
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Retired from TMW; incomplete projects looking for a dev:
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
Cave foliage (plants up the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5659
Cave wetwalls (water down the walls): http://forums.themanaworld.org/viewtopic.php?f=8&t=5816
Re: [WIP] Animated dripping cave walls
They look like stray pixels rather than water drops but maybe the problem is in the concept rather than execution. It is very hard to make them not look like just a random pixels thrown into the screen. Water pouring from the wall might work better.
You can find me lurking in the Graphics Development forum...
Haha, you thought it was a link, didn't you! :–)
Haha, you thought it was a link, didn't you! :–)
Re: [WIP] Animated dripping cave walls
I would go for a combination of both, water pouring (dark blue pixel) and "random" lightblue-white pixels (representing the random reflections of light in the water). Perhaps the darkblue could be fixed to the cave wall in the tileset. (we'd need a dry cave and wet cave tile then) And keep only the light reflections animated....Haay wrote:They look like stray pixels rather than water drops but maybe the problem is in the concept rather than execution. It is very hard to make them not look like just a random pixels thrown into the screen. Water pouring from the wall might work better.
In game characters: "5t3v3" and "L "