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Options for map animation area(s)? - Printable Version

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Options for map animation area(s)? - Divinity53 - 01-27-2018

So after several years away, I decided to do some ripping off a game I've got back into recently: Dragon Warrior Monsters 2. The game has very few maps submitted, and I've already had the chance to make several WIP layouts.
I did do a few maps with the slight colour you can find on the 
My question comes from how the game's water animations. While it has set 16x16 tiles the animation lays, it puts other textures in the 8px tile area, such as a static water's edge. This could make setting up the animated textures harder. 

My options I figured were:
  1. Keep the first tile of animation in, while marking the area with a vibrant colour to note where the animations would go. This would make it so either animation would be cropped and placed on top, or deleting the marked area and putting the animation below.
  2. Removing the water where it would be animated. This would only require the animation to be put under where there is nothing but may look strange to those just wanting to use a static map.
  3. Keeping the edge marking the water area in the emptied spots, though it'd have to be removed when putting in the water tiles
  4. Leaving things as is. Only some may animate the map
My other thought was mostly for the overworld maps, and if those should be split slightly for their individual screens (as the game does not keep the player in the centre of scrolling)

I'm likely overthinking, but I do prefer keeping things how others would like it, as they'd be the ones using it after I'm done.