

The animation goes from 1 to 2 to 3 to 1. For the 3rd, I just repeated that process with 5.

Then I shifted it down 6 pixels (the 6 pixels on the bottom get moved up to the top) for the 2nd waterfall tile. It should be on a transparent background. See the rocks (brown and ice) on the 4th column? You can take a similar approach to this there: This is from an earlier post, but it’s still good here. For the shadows, it was a simple reducing of brightness for the selected water, but you could do a hue shift too which would get some better results. Add a layer, make sure it’s in 24 bit color, then reduce the alpha to about 100. Then make it semi-transparent (some have it as alpha channel).

If you have a program with layers, put the water tiles on a layer above the floor tile you want to use. Some of the water tiles have shadows on the left side, and a floor tile (with water above) on the top row of it. That’ll do for one of the 8 three in a row animated water tiles. I would worry about the shape of the land before you go shading it in, like making sure it tiles. This is good for the water autotiles that have 3 of them in a row. Rather than make the land/water connection on top of the water tiles, I do it on the side. I made the animated ones green and pink so they stand out here. I made 3 16×16 water tiles, that would animate. It should go from 1 to 2 to 3 and back to 2 and 1 so it can cycle over. You have 8 auto-tiles which have 3 of them in a row. So if you want waterfalls, use them in the correct spots. Instead of animating like a waterfall does, it shows the first frame, then shows the next 2 water frames to the right of it. For example, I put a waterfall tile block over the bottom left side. In this water tile sheet though, you’ll find that if you change the position of some tiles, it’ll change how it works. I’ll set a grid so you can see how to position things in it. These are water tiles (well lava isn’t water but it’s used much the same way).
