I think Greg has the right idea. If you're not keen on going 3D, then I'm 
sure there are other ways to fake the effect in 2D. If you happened to have 
a link to a picture showing the effect you're trying to create, it might 
help with the suggestions. 
-Ben


On Monday, May 30, 2016 at 4:01:40 AM UTC+9, Charles wrote:
>
> I was actually planning on doing this, but the ground and water tiles are 
> 32x32 and the player sprites are smaller so it would appear totally 
> submerged. I am trying to create some 'fake' 2D perspective on how high the 
> water depth looks in relation to the player. The lower half of the 
> character may be 12 pixels and I would want that part considered 
> 'submerged' when it is over the water tile rather than the whole player. 
>
> On Saturday, May 28, 2016 at 7:06:21 PM UTC-5, Elliot Hallmark wrote:
>>
>> I think they meant let the water have an alpha channel of like .5 or 
>> something, and draw the character behind it.  No extra sprites/textures
>>
>
> =========
>
> Oh I see, so a duplicate sprite overlayed that I can just manipulate the 
> height, RGBA, blending, and can just offset it. I guess that's another way, 
> seems similar to what I'm doing but without all the expensive cropping of 
> textures constantly. Not sure why that never occurred to me.
>
> I did also want to look into modifying pixel data as well, so your example 
> helps out quite a lot. Thanks for your input!
>
> On Saturday, May 28, 2016 at 6:42:40 PM UTC-5, [email protected] wrote:
>>
>> I believe what he's suggesting is leaving your original sprite intact, 
>> and having a second texture with a transparent alpha channel rendered on 
>> top to act as a water overlay rather than going through the trouble of 
>> splitting one sprite in two all the time. Basically a form of cel animation 
>> overlay, which could involve blending or color keying, depending.
>>
>> If strictly talking about modifying pixel data over specific regions, one 
> method i've played with would be using Numpy Array operations to 
> dynamically modify pixel data. I've attached an example script. 
>

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