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Thread: Waterfall effect...

  1. #1

    Thread Starter
    Addicted Member Dim A's Avatar
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    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

  2. #2
    Addicted Member Janus's Avatar
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    If you can tell me where to find dragonsphere, i can try and make a waterfall animation using my graphics engine...
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  3. #3

    Thread Starter
    Addicted Member Dim A's Avatar
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    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...

  4. #4
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    Could it be they used an animated texture? Or mabe they where sliding the texture across the surface?
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  5. #5
    Addicted Member Janus's Avatar
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    Dragonsphere is from 1994, it was a 256-color 3rd person adventure game.
    I doubt they used textures of any kind ^_^
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    Janus

  6. #6

    Thread Starter
    Addicted Member Dim A's Avatar
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    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

  7. #7
    Zaei
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    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.

  8. #8
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    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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