Let's have a look at how changing the existing water can be achieved now:
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[{"min version":1978, // Don't forget to specify when uploading to store"id":"$water00", // Let's chagne the existing water"inherit":true, // By using inherit we only have to specify stuff that changes"type":"ground","frames":[{"bmp":"water_tiles.png","w":32,"handle y":4,"count": 32}],"sparkle frames":[{"bmp":"sparkle_tiles.png","w":32,"handle y":4,"count": 32}],"map color":{"r":39,"g":168,"b":193} // Let's use an appropriate color in the minimap}]
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A new feature is that there can be different types of water in the game. Here's an example of how a lava water type could be implemented:
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[{"min version":1978, // Don't forget to specify when uploading to store"id":"$lava00","type":"ground","water":true, // It's not really water, but that's how it works"frames":[{"bmp":"lava_tiles.png","w":32,"handle y":4,"count": 32}],"edge frames":[{"x":192,"y":96,"w":16,"h":48,"count":2}],"dark water color":{"r":255,"g":255,"b":255}, // Prevent it form being dark dependent on depth"light water color":{"r":0,"g":0,"b":0}, // Prevent it from being lighter near the coast"water speed":0.5, // Slower animation seems appropriate"light":true, // Let it glow in the night"map color":{"r":255,"g":100,"b":20} // Let's use an appropriate color in the minimap}]
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