Dynamic water?

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Dynamic water?

Postby Camper1995 » Sun May 17, 2009 6:12 pm

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... :D

If is this possible, can you tell me, how to do this?
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Re: Dynamic water?

Postby skydereign » Sun May 17, 2009 6:47 pm

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?
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Re: Dynamic water?

Postby Camper1995 » Sun May 17, 2009 7:06 pm

I dont know, whats easier for me. You say its very hard so I think, I cant do it alone :D

But thanks for helping me.
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Re: Dynamic water?

Postby BlarghNRawr » Sun May 17, 2009 7:10 pm

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
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Re: Dynamic water?

Postby Caaz Games » Mon May 18, 2009 3:57 am

BlarghNRawr wrote: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

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
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Re: Dynamic water?

Postby DarkParadox » Mon May 18, 2009 4:22 pm

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.
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Re: Dynamic water?

Postby Camper1995 » Tue May 19, 2009 6:40 pm

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. :P
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Re: Dynamic water?

Postby skydereign » Tue May 19, 2009 6:43 pm

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.
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Re: Dynamic water?

Postby Bee-Ant » Sat Jun 06, 2009 8:26 am

The simplest way is...
Make the animation yourself...
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Re: Dynamic water?

Postby savvy » Tue Jun 09, 2009 11:55 am

follow bee-ant's sollution, add in an animation with the actor, of the splash effect.
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Re: Dynamic water?

Postby Bee-Ant » Tue Jun 09, 2009 12:17 pm

Wah, I got a supporter... :mrgreen:

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... :D
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Re: Dynamic water?

Postby Camper1995 » Tue Jun 09, 2009 4:06 pm

ok :D
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Re: Dynamic water?

Postby jimmynewguy » Tue Jun 16, 2009 8:57 pm

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 :lol: :lol: :mrgreen:

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)
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Re: Dynamic water?

Postby Camper1995 » Wed Jun 17, 2009 2:17 pm

:lol:
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Re: Dynamic water?

Postby DST » Thu Jun 18, 2009 3:06 am

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.
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