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Water Effects on small 16x16 Tile Not Working?

A topic by CobaltMongoose created Jun 23, 2022 Views: 149 Replies: 2
Viewing posts 1 to 3

Hello! I seem to have found a limit where nothing happens when working on a 16x16 pixel tile and applying the water shader effect.

I went through the same process: import image, add input track for the Water tracks. Set key frame at 0 sec for Water:Time at 0% then advance the slider to 1.0 sec and set the Water:Time to 100%.

Nothing happens to the image. No Water Effect distortion.

However, following the same process for images of size 516px, 64px and 48px resulted in expected Water Effect distortion.

Workaround: Just tile the 16x16 image in another image editing program to be larger, say 48 px (haven't tried 32 px square yet). Then import that larger image into PixelOver, Do manipulations and export, Then cut that export up back into a 16x16 px tile (process each frame or use clever software).
Ideally I'd like to not have to do this pre and post processing step.

I haven't narrowed down exactly what size is the limit before the effect won't work but 16x16 does not.

Thought I'd mention it here and see if I missed anything before making a bug report.

Ok after more testing I found out what I did wrong:

For a small image I needed to increase the Amplitude to about 16% to have an effect.

Increasing the Frequency might also work.

(1 edit)

Hey, yes exactly amplitude is based on background size. But there is certainly a bad computation here because for small res the % of amplitude to have similar effect should be the same than high res, I'll check that, thank you.

In the future I would like to improve the effects system to make it easier to manage.

Edit: after double check, the computation is correct, it's just because with high res a small amplitude is more visible than with low res ( as it can be under 1px)