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Dynamic water?
Posted:
Sun May 17, 2009 6:12 pm
by Camper1995
Hello people. How can I make dynamic water? So, the water "moves" and when you jump
in to the water, it makes wawes and so...
If is this possible, can you tell me, how to do this?
Re: Dynamic water?
Posted:
Sun May 17, 2009 6:47 pm
by skydereign
It may be possible with a canvas actor, using sin. It would be extremely hard, I'll do some experimenting and get back to you. You just want waves, or splashing too?
Re: Dynamic water?
Posted:
Sun May 17, 2009 7:06 pm
by Camper1995
I dont know, whats easier for me. You say its very hard so I think, I cant do it alone
But thanks for helping me.
Re: Dynamic water?
Posted:
Sun May 17, 2009 7:10 pm
by BlarghNRawr
you could make water the same as in the powder game (
http://dan-ball.jp/en/javagame/dust/) and just make 1 pxl cloned a bunch with collisons
Re: Dynamic water?
Posted:
Mon May 18, 2009 3:57 am
by Caaz Games
That's less physics involved (i love that game btw.) but for what he's explaining it would be the other one.
http://dan-ball.jp/javagame/mc/it's a water simulator
Re: Dynamic water?
Posted:
Mon May 18, 2009 4:22 pm
by DarkParadox
having so many pixels on screen lags Game Editor too much,
I tried it, even with 10x10 sprites, 20 of them on screen all constantly colliding lags Game Editor.
Re: Dynamic water?
Posted:
Tue May 19, 2009 6:40 pm
by Camper1995
Yes, DarkParadox have right. Having too much pixels in GE is not goot for the game.
I think, the best way is to do this with animations.
Re: Dynamic water?
Posted:
Tue May 19, 2009 6:43 pm
by skydereign
Yeah, for some reason the sin graph is not working, and you would also need to make a splash function. I guess you would just need certain levels of animations. One idea is that you judge the collision speed, and create the splash according to that, and you create some water/splash like actors, and there speed is dependent. When they hit the water again, they can be destroyed... Just a thought.
Re: Dynamic water?
Posted:
Sat Jun 06, 2009 8:26 am
by Bee-Ant
The simplest way is...
Make the animation yourself...
Re: Dynamic water?
Posted:
Tue Jun 09, 2009 11:55 am
by savvy
follow bee-ant's sollution, add in an animation with the actor, of the splash effect.
Re: Dynamic water?
Posted:
Tue Jun 09, 2009 12:17 pm
by Bee-Ant
Wah, I got a supporter...
Oh yah, 1 advice, make the animation contains 2 colors, black and white, gradient. and dont forget to make it semi-transparent using GIMP or something...
Re: Dynamic water?
Posted:
Tue Jun 09, 2009 4:06 pm
by Camper1995
ok
Re: Dynamic water?
Posted:
Tue Jun 16, 2009 8:57 pm
by jimmynewguy
lolololololol i was trying to see if i could come up with a way that didn't involve drawn water.....well i did but it's HIGHLY improbable lol.....it had 360 actors for one ripple...so actual splash would definetly crash
It doesn't even slow down right now, but actually putting it in a game is a total joke
sorry i guess your gonna have to draw water (if this topic is even alive lol)
Re: Dynamic water?
Posted:
Wed Jun 17, 2009 2:17 pm
by Camper1995
Re: Dynamic water?
Posted:
Thu Jun 18, 2009 3:06 am
by DST
Drawn fx is the way ge was intended to work. Its like the thing with animation ones and twos - twos is drawing every other frame, then duplicating it to make twice as much animation, instead of one drawing per frame.
Often, things drawn in 2's are better because - people simulate the movement of things, with blurs, trails, and high tension drawing; whereas with 1's people tend to just draw what's there. plain old boring reality. DragonballZ made great use of twos by often drawing goku as just a blur. It really got the point across nicely, without trying to overdo the frames. They packed the tension into the individual frames itself. Even if they weren't animated, they'd still look awesome!
My point is, a particle fx system does not end up looking any better than drawn fx. In many cases, it looks worse. Your water might be more complex in an fx system, but most of that complexity will be random and not really necessary to achieve the effect, while only a small portion of the particles do exactly what they should.