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Oct 4th, 2001, 04:03 PM
#1
Thread Starter
Addicted Member
Waterfall effect...
I'm looking for some easy waterfall looking kind of effect...
If you've ever seen the game DragonSphere, I think they had something like it on there.
Basically just an animation of waterfalling which doesn't lock the program into doing just that...
Thanks in advance,
Dim A
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Oct 4th, 2001, 04:44 PM
#2
Addicted Member
If you can tell me where to find dragonsphere, i can try and make a waterfall animation using my graphics engine...
"1 4m 4 1337 #4xz0r!'
Janus
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Oct 4th, 2001, 05:45 PM
#3
Thread Starter
Addicted Member
Had trouble registering F2SoftFX.dll...
DragonSphere is a retail game made by microprose... I'm sure they don't use VB, but that's the kind of effect I'd like to go for, something similar, but simpler... I wouldn't mind using some sort of pset/setPixel/bitBlt effect as long as it isn't too cpu intensive...
I can't seem to find a picture of the waterfall, but it was a cool blue white kinda fade thing, that would scroll at different intervals... It created the illusion of the water falling from the top of the mountain...
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Oct 5th, 2001, 12:15 AM
#4
Addicted Member
Could it be they used an animated texture? Or mabe they where sliding the texture across the surface?
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Oct 5th, 2001, 12:42 AM
#5
Addicted Member
Dragonsphere is from 1994, it was a 256-color 3rd person adventure game.
I doubt they used textures of any kind ^_^
"1 4m 4 1337 #4xz0r!'
Janus
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Oct 5th, 2001, 12:59 AM
#6
Thread Starter
Addicted Member
It was still pretty cool...
I liked a lot of the games around this time... Quest for Glory 1, Quest for Glory 2... etc...
The effect did slide... it was like a glistening off the water or something...
- Dim A
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Oct 8th, 2001, 07:31 PM
#7
Lets lay some ground work. I assume you have your game set up in a main loop type structure that updates each game object each iteration, correct? Basically, if this is a simple game, frame rate dependant type game (the faster you draw, the faster things move), all you do is move your waterfall image/texture/vertexes, etc by a certain amount. After, say 30 frames, it starts over.
Z.
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Oct 9th, 2001, 08:36 AM
#8
Hyperactive Member
Yeah, I was about to say that. You pretty much need to seperate the drawing and refresh rate of all the environment objects. This can be done VIA looping with a clock tick timer, or if the game doesn't need maximum performance use the timer control for something simple.
I find that C++ is actually easier to develop games, because everything is already broken up in to smaller structures from the beginning. You don't have to do a bunch of VB API to emulate those effects. Even then VB still has a lot of overhead that will take away from the performance.
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