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Re: WIP: Beach object tiles

Posted: 24 Aug 2012 16:00
by planetmaker
Bob_Mackenzie wrote:I think I prefer the mixed.
So do I. They look very nice that way :-)

Re: WIP: Beach object tiles

Posted: 24 Aug 2012 16:12
by YNM
As long as this, I prefer all small, if the height of umbrellas are less than 6 px :o

Anyway, why putting that much umbrella ? Isn't that the main purpose for most people are sunbathing ?
Those umbrellas are too dense IMO. (Well, depends on which type of beach you want to draw :wink: )

Re: WIP: Beach object tiles

Posted: 24 Aug 2012 16:23
by V453000 :)
Randomness is always nice; what I am really missing is any sort of lighting effects or shadows of these things however.

Re: WIP: Beach object tiles

Posted: 24 Aug 2012 18:10
by Quast65
Anyway, why putting that much umbrella ? Isn't that the main purpose for most people are sunbathing ?
Those umbrellas are too dense IMO.
I agree, it was just a quick setup, I indeed need to find a nice umbrella-dencity ;-)
Randomness is always nice; what I am really missing is any sort of lighting effects or shadows of these things however.
Yeah the randomness is nice, I'll see if I can find a nice mix.
As for the shadows, that is a good idea, I'll have to see what kind of effect looks best.

And in the mean time, finished the other views of the beachhouse and also a flat tile. Ahhh, Island Paradise ;-)
Beach06.png
Beach06.png (25.76 KiB) Viewed 3379 times

Re: WIP: Beach object tiles

Posted: 24 Aug 2012 21:31
by doktorhonig
I think they look like mushrooms.

Maybe add some sun loungers? Oh, and shadows would be great, too.

Re: WIP: Beach object tiles

Posted: 24 Aug 2012 21:56
by kamnet
Now all you need is a popular tourist hotel and watch the profits roll in!

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 05:59
by Quast65
I think they look like mushrooms.
lol, just glad I didn't draw dots on them ;-) They don't look too bad to me, but if you have suggestions for alterations please let me know.
Maybe add some sun loungers? Oh, and shadows would be great, too.
I'm afraid sunloungers will be very difficult, firstly with the small scale it will be difficult to make them recognisable. Secondly they will be very difficult to draw on all the different slopes. But again, suggestions are welcome!
As for the shadows, I think I will put something like that in, would make the umbrella's look a bit better.
Now all you need is a popular tourist hotel and watch the profits roll in!
lol, Glad there is a nice one in the ECS set!

And I got too many ideas for this... Here another one, animated shallow waterline with waves.
Beach07.png
Beach07.png (47.57 KiB) Viewed 3309 times

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 06:41
by YNM
Good to know you have figure out the colors I just want to give :) Bad I wasn't quite fast enough :(

Anyway, are you sure beach have that quick transition ?

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 06:55
by doktorhonig
Quast65 wrote:
I think they look like mushrooms.
lol, just glad I didn't draw dots on them ;-) They don't look too bad to me, but if you have suggestions for alterations please let me know.
Maybe alternating colors would be better than lines. Like two red quarters and two yellow ones. I'll try to draw this, but I'm ont a good pixel artist.

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 09:58
by Transportman
Quast65 wrote:
Maybe add some sun loungers? Oh, and shadows would be great, too.
I'm afraid sunloungers will be very difficult, firstly with the small scale it will be difficult to make them recognisable. Secondly they will be very difficult to draw on all the different slopes. But again, suggestions are welcome!
As for the shadows, I think I will put something like that in, would make the umbrella's look a bit better.
Maybe use big towels instead of sunloungers?

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 10:43
by Bob_Mackenzie
nd in the mean time, finished the other views of the beachhouse and also a flat tile. Ahhh, Island Paradise ;-)
Attachment:
Beach06.png
Beach06.png [ 25.76 KiB | Viewed 122 times ]
Looks like it needs a few palm trees to my eye :)

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 13:49
by Quast65
Anyway, are you sure beach have that quick transition ?
Well I wanted it to fit on a single tile and I think that with multiple tiles it would not look that good with the colors available for shading, ripple effects and waves.
Maybe alternating colors would be better than lines. Like two red quarters and two yellow ones.
That is a good suggestion! I'll see what it looks like.
Maybe use big towels instead of sunloungers?
I've tried that, but I wasn't able to draw some that look good on the slopes yet. Furthermore I'm not quite sure on the size and shape that they should be, suggestions are welcome. Maybe I'll give it a shot first on the flat tiles, that is a bit easier.
Looks like it needs a few palm trees to my eye
I might do that, right now the flat tile takes up an object-ID but only has 1 view. As I want to be effecient in the use of object-ID's (only 255 available for the entire game), there are still 3 views left which could be used for that.

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 16:02
by kamnet
Quast65 wrote:
Looks like it needs a few palm trees to my eye
I might do that, right now the flat tile takes up an object-ID but only has 1 view. As I want to be effecient in the use of object-ID's (only 255 available for the entire game), there are still 3 views left which could be used for that.
You could put those flat tiles as stations instead.

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 19:15
by Quast65
You could put those flat tiles as stations instead.
Not really, not only because it is a bit of a hassle to have to skip between objectmenu and railmenu when building, but mostly because stations can't be built on water. ;-)

And a little news, I've drawn the other views of not animated shallow watertiles. Most of them will also be available as animated objects with waves later.
Beach08.png
Beach08.png (23.5 KiB) Viewed 3164 times
Beach09.png
Beach09.png (82.23 KiB) Viewed 3164 times

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 21:02
by Bob_Mackenzie
Looking good - I presume you will be doing some external rounded corner tiles?

Would it be possible for the edges to be less straight?

Re: WIP: Beach object tiles

Posted: 25 Aug 2012 23:16
by V453000 :)
Yeah, it would be nice if the edges had a lot more noise to blend into the sand instead of making a sharp line

Re: WIP: Beach object tiles

Posted: 26 Aug 2012 01:45
by SkiddLow
if really best and coming soon for grf

Re: WIP: Beach object tiles

Posted: 26 Aug 2012 03:24
by Quast65
I presume you will be doing some external rounded corner tiles?
Would it be possible for the edges to be less straight?
I presume you mean the sharp pointy edges of the sandtiles (the corners)? Well, That is a bit tricky to do.
Because the softer edges have to be drawn in the watertiles and not the sandtiles (especially for animation to look right) and that would mean a lot of extra tiles to be drawn to get corners nice and smooth together with smooth sides. Now the drawing is not that big of a problem, but the severe limitation of the amount of new-object-ID's is. I would rather use the amount available to add more sorts of eyecandy than using a lot of ID's for a smooth corner, so again, a cry out for more object-ID's. ;-)
However, when writing this reply I thought of something that might work. I'll look into that. Still please, please, please developers, make more object ID's available :bow:
Yeah, it would be nice if the edges had a lot more noise to blend into the sand instead of making a sharp line
I totally agree, I'll see what I can come up with.

Thank you both for your remarks! I like posting pics of my developments in an early stage, so that I can make improvements also in an early stage. It saves a lot of redrawing/coding at a later stage.
if really best and coming soon for grf
Well I guess you mean when this will be a GRF.... That might take a while as I also would like to use animated objects (that I just learned to code with the fantastic tutorial Walyweb wrote over at Simuscape) and those take some time to construct.

Furthermore SkiddLow, use a better translator tool, your posts are sometimes so very difficult to understand....

Re: WIP: Beach object tiles

Posted: 26 Aug 2012 06:10
by planetmaker
Quast65 wrote:
I presume you will be doing some external rounded corner tiles?
Would it be possible for the edges to be less straight?
I presume you mean the sharp pointy edges of the sandtiles (the corners)? Well, That is a bit tricky to do.
Because the softer edges have to be drawn in the watertiles and not the sandtiles (especially for animation to look right) and that would mean a lot of extra tiles to be drawn to get corners nice and smooth together with smooth sides. Now the drawing is not that big of a problem, but the severe limitation of the amount of new-object-ID's is. I would rather use the amount available to add more sorts of eyecandy than using a lot of ID's for a smooth corner, so again, a cry out for more object-ID's. ;-)
Well, you can make your objects "more intelligent" and aware of their surroundings. Think of FooBar's "Dutch Roadfurniture" where the tiles are quite intelligent and display a sprite which heavily depends on the tile types of the adjacent tiles. Or on OpenGFX+ Landscape where the Company land shows fences only at the edges. The same mechanisms could be used to decide whether curvature should be shown. And which sides of a sand tile should fade into water and which into land. Though writing this in NFO is a prospect which scares me; I use NML for a reason ;-).

I'd solve the fading such that I first draw the grass tile. And then draw the sand above with a somewhat fuzzy edge near where it should fade.

Re: WIP: Beach object tiles

Posted: 26 Aug 2012 15:25
by Quast65
Ahh, I see you meant the grass to sand transitions, yes they will be included.
I thought you meant the water to sand transition ;-) As for that I will see how I can make those a bit nicer, but that is somewhat trickier then grass to sand transitions, due to the fact that when sand is overrun by water, you don't see it anymore ;-) It's a simulation of depth, while the grass to sand transitions take place on a flat surface.

And I'm not gonna make them aware of adjacent tiles. I was already happy to find out how to animate objects, making them aware of their environment is not what I want to find out now ;-)