suggestion about how to animate waters in parallaxes?

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Xyonel

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the title tell everything ;D
just propose different method and argue about those, in order to get the most memory and cpu efficient.
 

ShadowDragon

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there are some ways,

1) remove the water, and place it later.
2) add water, place image on top and redraw the draw the water

or watch this video how its down (which shows option 2) (skip to 17min and it will show you).

keep in mind there are 2-4 other was as well.
 

Xyonel

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I forgot to mention that my parallax are off grid, it means that it's a graphical art and not tiled one, maybe there are other useful ways?
ty anyways for your suggestion.
 

Andar

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there is a big problem with the idea of animating a parallax map:
a static parallax picture already requires a lot of RAM to be used as a map, and animating it will require multiple of that RAM.

The problem is that you can only play on uncompressed data - what you see as a filesize on the harddrive is usually compressed.
Save your map as BMP - that format has o compression, so you'll be able to read the true size of the picture in RAM.
And that would be needed per frame if you were to animate the parallax.

That is why animations are almost always done outside the parallax itself.
 

Xyonel

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Hey Andar, I knew those informations ty anyway, I asked for a solution just for that, if there's a way to add water animation without implement memory.

Even if I couldn't animate water, do you guys think that a static water in an hand-made artistic drawing is so bad?

just knowing your point of view
 

ShadowDragon

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you can use an event of animated water, but if the game has a nice inverment, you dont pay much on the water detail part
anyway :) but there are exceptions of those.

you should think what you really want it and how to do it.

best way to animation the water is to use events, but this require the amount of blocks and where,
as well for the X, Y coordianted to adjust them. It can slow down slow systems.

You can try without it and see if you like it or now, but if it takes to much ram, make the surroundings nice and it doesn't matter.
 

Xyonel

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soon i will post an update with a video with a level test, I hope you all will get into, my project's name is CYM under game in development.
 

JDevain

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Imagine two different water images, fading in and out of each other. For example, image A is water in a certain position and state, and image B is also water, but in a different position/state. These could be superimposed upon each other, you don't even need a plugin for that, just use "Show Picture" and "Move Picture". One fades in as the other fades out. And then vice-versa. I haven't tried it (I just thought of it), but that might create a decent water effect.

How CPU intensive this will be I would think depends on what else is going on at the same time. But who knows? I'm always amazed at what things RMMV handles well, and what things make the framerate drop to 5. I feel like RMMV is very hard to predict, at least when it comes to performance (except that it generally sucks).
 

Xyonel

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I thought about that, i will try this as well, thanks ^_^
 
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