Game Development Community

2D 16-bit Water/Wave...

by Edward Koo · in Technical Issues · 05/08/2001 (7:10 pm) · 4 replies

My game has a 640x480x16 background bitmap. It's not tiled. I am trying to simulate river flowing effect and wave on beach. I have tried 2 methods

1)color cycling simulation in 16-bit
2)sprite animation

They are both too slow...
I am using CDX now...
Any idea?

#1
05/09/2001 (9:02 am)
both of those methods should work fine and be more than fast enough. Perhaps it's the libraries you're using?
#2
05/09/2001 (8:39 pm)
Hmm... i think CDX is quite fast...
The problem is that the river occupied 3/4 of the screen. Drawing that large sprite really slow down the game a lot. I am targeting for 60fps with pentium2 and 30fps with pentium.

I noticed a game called The Curse of Monkey Island runs very well with Pentium 166 and 4mb VGA card. The water/wave effects in it is very nice. Anyone have any idea how they did it?

<br />
http://www.lucasarts.com/products/monkey/image2_sm.jpg<br />
www.lucasarts.com/products/monkey/image8_sm.jpg
#3
05/09/2001 (10:08 pm)
you could try color cycyling with a 256 color or to tile your water instead, and use different ones for the water edges. :/ It's probably the size of the bitmap that's kiling it.

Thomas
#4
05/10/2001 (1:29 pm)
I think Thomas may have hit it on the nose. If you want a higher color depth than 8-bit palettized though, you could always consider shifting the palettes to simulate water motion. Its a retro technique, I'm sure you've seen it in Final Fantasy 1 for the Nintendo. When a monster gets hit, they change the palette to one with inverted colors to make the monster flash.

--Timothy "Drake" Ford

Keaton: His name is Verbal. Verbal Kint.
McManus: Verbal?
Keaton: Yeah.
Verbal: Roger, really. People say I talk too much.
Hockney: Yeah, I was just about to tell you to shut up.

-- The Usual Suspects