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M.E.
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Quote M.E. Replybullet Topic: At the Water hole
    Posted: 07 April 2007 at 3:55am
Hi All,

There is a hole in my game that can get full of water.
The dimensions of the hole should be kept.
The last version of the hole is:


If needed, I can change the grass overhanging, but then
I must do the same on the water-tile.

This is what I've done so far:


When there is no wind or current, water just acts as a mirror and
reflect things above. Usually the clouds/sky.
There is wind in my game , so there are some waves on the water.
In my game there is sunlight coming from the right and I'm not sure
if there are clouds I guess so.
So, I tried water with a little breeze on the surface that causes
a few little waves.

As you might have seen in the animation I'm struggeling a lot
with colors and direction of the waves.
Maybe I should show a little more dirt between the grass and the
water?

Any comments and/or advices are really needed!

Thanks in advance for your time.

Best regards from

M.E.









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jalonso
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Quote jalonso Replybullet Posted: 07 April 2007 at 6:52am
Its hard to tell on its own how it integrates with the other elements. Looks like what you have works in principle. My only real crit here is that even at its dullest the overall saturation of the water does not match the heavily saturated grass tiles and perhaps won't fit in naturally.

I would show your wips for this on a grass BG for better focused c+c (from me at least).
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M.E.
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Quote M.E. Replybullet Posted: 07 April 2007 at 10:08am
Hello Jalonso,

Again, thank you very much for your time and critique!

Here is the grassland with the different water holes in it.
The last ones I used to up the saturation a bit. And some
experiments with a lower filled hole.

Some contrast issues as well? Or would one of them
be overall sufficient, except maybe some highlights?!




What do you all think?!

Kind regards from

M.E.
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jalonso
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Quote jalonso Replybullet Posted: 07 April 2007 at 1:32pm
I like 43 thru 45 the best. The colors don't quite seem right though :/
How about if instead of ripples and waves and whatnot, the water raises and lowers only. This way you get the sides in which look good and it comes across as moving water...just a thought.
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Metaru
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Quote Metaru Replybullet Posted: 08 April 2007 at 2:48am
17 thru 22 spots look like snow rather than water.
27... is purple?
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M.E.
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Quote M.E. Replybullet Posted: 08 April 2007 at 4:38am
Hello All,

Here are my new versions on the waterhole:



@Jalonso:
I've tried to make non-rimpeling water, but I don't think I'm
using the right technique.

@Metaru:
I tried working with different colors to work out of my comfort-zone
and even the weirdest colors sometimes can give you inspiration


Any comment will as always be highly appreciated!


Kind regards from

M.E.

Edit: Used a smaller background and uploaded it


Edited by M.E. - 08 April 2007 at 4:40am
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Metaru
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Quote Metaru Replybullet Posted: 08 April 2007 at 6:01am
the water effects is even more realistic in this edit. from 1 thru 13
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M.E.
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Quote M.E. Replybullet Posted: 09 April 2007 at 8:29am
Hello All,

Yet another version, because I'm still not satisfied
how it looks

Please point me into the right direction once more ....



If you feel that I'm repeating my previous
mistakes, please indicate where my error lies
or which version I should use to work further on.


Thanks in advance for your time and effort!

Best regards from

M.E.
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jalonso
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Quote jalonso Replybullet Posted: 09 April 2007 at 8:52am
I meant something like this




btw, that's a lot of colors. You may want to unify your colors for this game :/

Edited by jalonso - 09 April 2007 at 8:52am
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Metaru
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Quote Metaru Replybullet Posted: 09 April 2007 at 9:47am
the animation loop should be 4-6-5-6-4 for normal(or just 4-5-6 simplified.) and a fast 1-2 for wind. sice is a small hole, water surface is 'shaked' by the wind, and there's no possibility of see 'waves' on such small surface.
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jalonso
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Quote jalonso Replybullet Posted: 09 April 2007 at 10:05am
Yes, the animation could be better timed and executed by M.E. I was just showing that in such a small area sometimes just raising and lowering creates believable water without having to overcomplicate matters.
I was way more concerned with the sh*tload of colors used and wonder if all the other elements are like that too.
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M.E.
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Quote M.E. Replybullet Posted: 09 April 2007 at 11:04am
Hello Jalonso and Metaru,

Thank you very much for your time and efforts.

It is not intended to do animation on the water.
But, I will look into this to somehow make it all work.

As for the colors concerned. Technically, I can have
millions of colors in the game. There have been no
limitation with the current placeholder graphics
and I can assure you that a LOT of colors have been
used.
You could argue if the overall feeling of the game
would be benifited with a limit palette, but at the
moment I am just happy if the object is portraid
well enough with as many colors as it takes.



Any tips on non-animated water?


Best regards from

M.E.



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jalonso
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Quote jalonso Replybullet Posted: 09 April 2007 at 11:09am
well nvm then :p

I like that #5 best
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M.E.
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Quote M.E. Replybullet Posted: 09 April 2007 at 12:12pm
Hello Jalonso & Rest,

This is the mockup with #5



I've tried to animate the water, but the game slows down
too much. There are other animations in the game that
are more important than the flow of water.

If nobody has to offer any other advices / techniques, I'm moving
to the next object!

Kind regards from

M.E.

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Metaru
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Quote Metaru Replybullet Posted: 10 April 2007 at 1:56am
#8 of the second set fits perfectly if non animated in that bg.

Edited by Metaru - 10 April 2007 at 1:57am
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M.E.
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Quote M.E. Replybullet Posted: 10 April 2007 at 3:20am
Hi Metaru,

Well, if there are two winners, I tried to make one that has
a bit of both in them.

How about this:



Changed palette a little bit, hardly noticeable but just enough
to give a different feeling to it. A bit brighter.


Best regards from

M.E.
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