The game is a top down view, so I'm not sure the horizontal surface still applies. (Honestly not even sure how I would do this in the first place.)
The problem is, I need it to blend into the background water image. Here is what I am doing right now: http://i.imgur.com/rl9FY3o.jpg It's separated into the head and body and I get regions to separate them into the two sprites. I basically have to get all the sprites in the water, then do some operations to alter the regions and set the alpha/rgb. I did test with the overlay mentioned in a previous post, but I couldn't get an effect I was looking for. My way works, but it just seems like such a hack at the moment and doesn't support partial coverage yet. Maybe this is the proper way? I don't really feel too comfortable with 3D OpenGL yet so I am just using an orthographic projection so I'm sure that limits my options unfortunately. On Sunday, May 29, 2016 at 9:14:52 PM UTC-5, Benjamin Moran wrote: > > 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. >> > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
