[FND] Pools

All development of pixel art and graphics
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Dark_Mag
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[FND] Pools

Post by Dark_Mag » 14 Sep 2011, 16:32

Ali-G,

Here's cronzenite xml file and pool pic.
I hope we'll get result after updating it Ali. :)

Cheers, dark
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pool_65x27-ch.particle.png
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Last edited by Dark_Mag on 19 Oct 2011, 15:54, edited 1 time in total.
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Crush
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Re: [WIP] Pools

Post by Crush » 14 Sep 2011, 16:34

This looks more like an application for animated tiles to me.

http://wiki.themanaworld.org/index.php/ ... ated_tiles
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Re: [WIP] Pools

Post by Alige » 14 Sep 2011, 16:35

The blood pools in the crypt are currently particle effects. Keeping that system wouldn't harm imho.
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Re: [WIP] Pools

Post by Crush » 14 Sep 2011, 16:37

Right. When I saw those pools for the first time I already wondered why the heck you did the surface as a particle effect instead of just using animated tiles for the whole basin.

Animated tiles is a really awesome feature of the Mana client which is grossly underused in TMW.
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Re: [WIP] Pools

Post by Alige » 14 Sep 2011, 16:40

Crush wrote:Animated tiles is a really awesome feature of the Mana client which is grossly underused in TMW.
Maybe it is awesome and for sure they aren't used a lot, that is because we don't necessarely want/have the time to learn how to do that.
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Re: [WIP] Pools

Post by Crush » 14 Sep 2011, 16:50

It's really easy. To make a tile animated, just create a tileset with all the animation phases. Then you go into the tile properties of the tile you want to be animated, and describe which tile from the animation tileset is showed for how long in its place as described in the wiki article above.

When you need a real example for it: Map 012-3 has one (the drops on the walls).
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Re: [WIP] Pools

Post by Dark_Mag » 14 Sep 2011, 16:56

Crush wrote:It's really easy. To make a tile animated, just create a tileset with all the animation phases. Then you go into the tile properties of the tile you want to be animated, and describe which tile from the animation tileset is showed for how long in its place as described in the wiki article above.

When you need a real example for it: Map 012-3 has one (the drops on the walls).
Crush,

What's about changing colors of the image in this system?

Cheers, dark
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Re: [WIP] Pools

Post by Crush » 14 Sep 2011, 16:58

Technically it's possible to use recolored tilesets by editing the .tmx file with a text editor and adding the recoloring code behind the filename. You can add recolorisation codes to every image filename the mana client loads. Unfortunately Tiled can't handle images it can't find (at least it couldn't when I used it the last time, and that was quite a while ago).

Yes, I admit it is impractical to use tilesets with colorization.
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Re: [FND] Pools

Post by skipy » 07 Mar 2012, 04:43

this is the blood pool i did with no color....if this is how water could look there is a bigger pool to use here-----> http://forums.themanaworld.org/viewtopi ... &start=135 <--this can be made in to a sheet if needed.

where water meat land is what we don't have.

-----skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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Re: [WIP] Pools

Post by skipy » 07 Mar 2012, 20:08

Crush wrote:This looks more like an application for animated tiles to me.

http://wiki.themanaworld.org/index.php/ ... ated_tiles
nice!! thanks for the link ..particle effects have there place and use.....but with animated tiles, maps can come to life. imo..
can it be done on large parts of the map. like open water or rivers. or is it not worth the work to animate large parts of the map? :? :)

----skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


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Re: [WIP] Pools

Post by Crush » 07 Mar 2012, 20:21

skipy wrote:can it be done on large parts of the map. like open water or rivers. or is it not worth the work to animate large parts of the map? :? :)
That's exactly the use-case I developed that feature for. Even when you use animations for every single tile, it has practically no impact on performance.

When you need to talk to someone with experience, ask Len. He used animated water excessively on his test map for Whispers of Avalon.
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Re: [FND] Pools

Post by skipy » 09 Mar 2012, 01:42

nice! ill look in to what Len has and see what can be done.
---skipy
back to working on---> (crypt)then(player 1.5) and more. *been on hold do to my laptop being fix* any feel free to add/help. ill be up and working as soon as i can ...good luck to all.


"A mulatto, an albino
A mosquito, my libido
Yeah, hey, yay"---Nirvana
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