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Re: [Bontz-team] animated water tiles
From: |
Chuck |
Subject: |
Re: [Bontz-team] animated water tiles |
Date: |
Wed, 11 Jun 2003 10:46:19 -0500 |
woohoo!, well, it is a start, i can try my hand at an animated tileset...
i haven't looked at them yet, do they have a alpha channel on them?
also do you have any instructions on how to animate them? as in which frame
comes after which frame?
----- Original Message -----
From: "Owen Swerkstrom" <address@hidden>
To: "bontz" <address@hidden>
Sent: Wednesday, June 11, 2003 10:41 AM
Subject: [Bontz-team] animated water tiles
> hey, remember me? the guy who claims to work on
> graphics and you never get anything from? Well I've
> finally put some new stuff in CVS, 30 frames worth of
> water. I'd suggest a framerate of somewhere around
> 10/second for it.
>
> My vision for how this would work is to have the water
> be tiled underneath another layer of background tiles,
> land/shore/dock/whatever. That would also give us the
> ability to make running water just by scrolling the
> water layer. With some alpha trickery, beach areas
> could even look partially submerged, even though
> technically they're on top.
>
> I'd made some other versions, some with really sweet
> sparkly glare effects on 'em, but those looked really
> stupid when tiled.
>
> Sorry there's no dock yet, or fish monger, or flashing
> mucka, or... :^)
>
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