AuthorTopic: water tiles  (Read 20480 times)

Offline .TakaM

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Re: water tiles

Reply #20 on: July 30, 2006, 11:50:27 am
working on the wave animation:

Im thinking I'll make it 32 frames, so I can make the layer with the circular pattern continuously scroll across
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Offline Dusty

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Re: water tiles

Reply #21 on: July 30, 2006, 12:42:03 pm
Looks good, but looks stiff. The foam in the wave not having any animation really makes it look like something just moving over it, instead of naturally flowing. I'd say the same wit the water, but I know you're probably going to animate that fixing that problem. One more thing, maybe have the dark, wet sand fade into a lighter colour as the wave pulls back.

Okay, I lied, one more thing about the wave I just thought about. Usually it's more natural and appealing when a wave begins to fall over the last wave pulling back. Instead of the wave crashing, and pulling back, you can animate the wave crashing in, and half way before it pulls back, have another wave begin to fall in over it. If that makes sense.

EDIT: okay... another thing(sorry, seeing more as I look at it), small, but I find it odd the wave doesn't crash and completely cover the dark part of the sand. Logically doesn't make sense that the sand would be wet if it's never hit with water.
« Last Edit: July 30, 2006, 12:43:38 pm by Dusty »

Offline .TakaM

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Re: water tiles

Reply #22 on: July 30, 2006, 12:54:50 pm
all valid points, I'll be sure to keep them in mind when I update the wave ;)
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Offline Frychiko

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Re: water tiles

Reply #23 on: July 30, 2006, 03:35:07 pm
Love what you've done so far, especially with your color choices. I've been watching your threads for a while now..

I just wanted to mention two things about the house design.

1) The bottom edge of the south roof tile, has a blue line right at the bottom that seems out of place, since there is no other area in the tile that uses that blue (apart from a few scratches/texture).

2) As ptoing mentioned, the roof doesn't overlap the actual house, kind of unusual. I wouldn't like to sit by the window when it's raining! Furthermore, there is a shadow that runs right along the top edge of the wall (more apparent at the top of the door), which suggest that the roof overlaps.

Keep it up!
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Offline .TakaM

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Re: water tiles

Reply #24 on: August 02, 2006, 06:57:27 am




crits?
please dont worry about mentioning the obvious tile edge in the wave animation, I'll fix that later :P

edit-
btw, added the extra bit to the roof like some people suggested:
« Last Edit: August 02, 2006, 07:23:29 am by .TakaM »
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Offline Xion

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Re: water tiles

Reply #25 on: August 02, 2006, 09:03:15 am
Much better roof.
Nice wave anim, but with the horizontal movement of the Wind Waker-styled overlay, I think that the head(?) of the wave should also have a horizontal movement.
I don't really like the way the shallow water seems to just be shaking back and forth, though. It's kinda...cheap. But if you somehow make the other depths of water move at different speeds/lengths of time, I think that won't matter.

I really like these tile of yours. Really quite byooteeful.

Offline .TakaM

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Re: water tiles

Reply #26 on: August 02, 2006, 09:31:03 am
thanks, I think Im going to make the WWish layer move with the head of the wave more...

I think I'll make the wave push in diagonally then drop back straight down.. been learning about waves at school lol, so its been an interesting process making the waves.

any suggestions for the movement of the shallow water? Im not really sure what would be best for it.

also, the wet sand underneath the wave, I think I'll do it differently on the next one with the whole patch fading all together instead of how it looks now.. as if the sand was just moving down  :-\
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Offline snake

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Re: water tiles

Reply #27 on: August 02, 2006, 12:56:18 pm
What commes to mind in the wave animation is that the WW tiles shouldn't really be moving to the left or at all, considering that the wave hit the beach from the south with force. It didn't just move the border of the ocean. Natural movement would be the water flowing back into the deep ocean to be pushed back by another wave. Water always retracts in under a new wave, the amount is meassured by the waves size. A tidalwave, for example, would empty an entire beach before the wave strikes.

In this case, once the wave has hit, the water is still, but will gradually gain speed flowing back south again. The 'foamy edge' should really not be there on the return, but should dissolvefrom its edge into a pattern that looks very much like the WW water tiles having dissapeared by the time the new wave is comming.

Hopefully it made some sense, hard thing to explain. The house tiles are looking very good though. Ironic that everyone seemes to be making RPG tiles right now, myself included. Keep it up.

Offline Rox

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Re: water tiles

Reply #28 on: August 02, 2006, 02:04:07 pm
A reference would really really help now. But there aren't many wave-in-motion references...

Anyway, I'm unsure if the kind of wave you're trying to make is the kind of wave you really want. This wave looks fairly "aggressive", the kind of wave surfers take advantage of when they get big enough. Some waves never even break, though, and just look like giant ripples moving over the water. I'm not sure how stormy that ocean there would be, but I think that kind of wave would fit the style better.

No idea how to animate one, though... Again, references would be good...

One thing you don't need a reference for is the line where the beach meets the water. It looks far too defined, and far too dark. It looks almost like the spot where the water stops is a couple of feet below the lighter edge, and I don't think that's the intent. The waves would never have the exact same shape, so it wouldn't be possible to have such a defined line. I think you should try a softer, more gradient like transition. The water should probably break up a little on the way back, too. I was about to say it retreats too slowly, but I don't think it does. Part of the water does, but not all of it. There should be some water lingering after, taking a bit more time to disappear.

... but it's damn hard both to explain and visualize... References anyone?!

Offline ndchristie

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Re: water tiles

Reply #29 on: August 03, 2006, 01:15:35 am
ive found that waves are really not one entity and shouldnt be animated as such.  a wave hits shore, disperses, and then runs back down in little rivulets, dropping the foam if there is any fairly evenly across the sand as another wave comes rushing over it again, pushing the foam into that nice line before running back and spreading it again.  yours is one wave coming up and then receding and coming up again, and that doesnt quite look right
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