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Pixel Art / Re: Understanding water flow in top down perspective
« on: March 20, 2019, 11:02:48 pm »
This is good progress, the water has some more personality now.
I get what you're saying in reference to matching tiles to each other's 8 frame animation sequence. My advice with that is try and work in sub-divisions that can equally divide into the main tile. Eg; if you're scrolling something on a 16x16 tile, and the anim is 8 frames, then it'd make sense to scroll it in 2 pixel increments. That is the most basic way to think about it, but the logic can be applied in various ways to make life easier and the animations more controlled.
Of course a big part of animating tiles is going to be finessing the work: it's one thing to get a standalone anim to look good, but to get an animation to cooperate with other animations in varying scenarios is going to require some amount of work for each possible scenario. You can break the tasks down into smaller goals if that makes things feel more manageable.
I get what you're saying in reference to matching tiles to each other's 8 frame animation sequence. My advice with that is try and work in sub-divisions that can equally divide into the main tile. Eg; if you're scrolling something on a 16x16 tile, and the anim is 8 frames, then it'd make sense to scroll it in 2 pixel increments. That is the most basic way to think about it, but the logic can be applied in various ways to make life easier and the animations more controlled.
Of course a big part of animating tiles is going to be finessing the work: it's one thing to get a standalone anim to look good, but to get an animation to cooperate with other animations in varying scenarios is going to require some amount of work for each possible scenario. You can break the tasks down into smaller goals if that makes things feel more manageable.