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[REQ] Animated water tile
Posted: 24 Jan 2009, 18:35
by Crush
To use the new animated tiles feature to its fullest we should definitely have animated water in the game. For this we need an animated water tile.
The animation should not have a discernible flow direction. It should be slightly transparent so that different ground tiles can be put under it.
It is intended to replace the water in the caves and outdoors.
Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 20:31
by Seradest
A Question :
1.Must it be a apng or a gif ?
2.When it was a Framepic (a pic with all frames that make a script in a animation) must it in jpeg,png or what ?
3.How many colors ?
4.how big (wight and hight)
5.how big the data (Kilobyte)
Ok i hope i can help.
Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 20:57
by Crush
It should be a single 32bit PNG image with all the frames of the tile next to each other. Our tile size is 32x32 pixel. I doubt that you will need so many frames that our maximum tileset size (512x512 pixels) will become a concern.
See also:
http://wiki.themanaworld.org/index.php/ ... evelopment
Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 21:16
by Seradest
ähm have we a old water titelset ?
Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 21:28
by Crush
Here is a guide which explains you how to get all the graphics and other resource files for TMW:
http://forums.themanaworld.org/viewtopi ... =13&t=2617
When you encounter any problems feel free to write me a private message.
Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 21:58
by Seradest
6 Frames 6x32 pixel
animation must run so:
------> (every frame 1,8sec)
<------ (the same)

Re: [REQ] Animated water tile
Posted: 04 Mar 2009, 23:15
by Crush
Do you mean 1.8 seconds per frame or 1.8 seconds for the whole animation?
Re: [REQ] Animated water tile
Posted: 05 Mar 2009, 00:41
by Seradest
oh sorry per frame i mean ^^
Re: [REQ] Animated water tile
Posted: 06 Mar 2009, 13:49
by Seradest
And ähm how it looks like wehn its animated and on a big field ?

Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 12:46
by Len

ripple
I've been thinking of ways to animate water with the least amount of effort
1. shore line that vibrates a little bit(many games use this)
2. a few shimmering tiles here and there
3. white cap tiles that appear in certain places varying from 2000-4000 MS
Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 16:17
by Seradest
Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 16:23
by Len
Interesting, would probably work best in a river or stream (not sure about the ocean)
Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 16:41
by Crush
I found this site using google, too. It is not a good solution, in my opinion.
1. it has a discernible flow direction and 2. I think it looks quite cheap.
A very good example of animated water can be found in Seiken Densetzu 3 (posting a screenshot would be pointless - you have to see it animated). It is also created by using an alpha-transparent animation on a static background, but the animation of the upper layer is done in a much more sophisticated way.
Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 20:20
by Rotonen
I think instead of scrolling pixels we should be scrolling blocks of 2x2 or 3x3 tiles in the animation. Scrolling in layers will probably provide the best results.
We're basically talking 32bit vs. 8bit here (at least the example provided reminds me of MSX and NES era graphics).
Re: [REQ] Animated water tile
Posted: 31 Mar 2009, 20:54
by pateame
I take as reference the water on Alundra for PSX:
To get a similar effect, we draw some light waves with transparency as base
and put them over the water cutting the floor borders.

---->
After we can do more versions of the same image (moving some spaces every row on lights texture). Doing 3 frames with different movements be enough to get the effect we are looking for:
Animated water

------------------
What I dont know is how to put that idea on game, still dont have practice with any animated or scrolled tile yet. Maybe do small animated details as frogs, lotus leafts or drops falling can be easier to give life on map. Water doesnt move too much on real life, unless something interfer with tranquility.