All posts in TimelineFX Editor

Just a quick update on what’s been happening since the last post. I’m pretty much almost there for an initial Alpha release, I think I was calling it a beta before but Alpha probably makes more sense. Since the last post I have implemented the following: Particle drawing now utilises compute shaders. There’s still some things that I’d like to expand on but it’s a lot faster then it was. Now the particle positions/scale/rotation are udpated on the CPU into a staging buffer which is uploaded to the GPU. The GPU then uses that buffer to update a vertex buffer Read more

I recently reached a new milestone in the new version of the editor and finished adding the ability to export effects to a spritesheet/individual images. This means that I’m not very far away now from having feature parity with the current version of TimelineFX. After that I’m looking forward to adding a bunch of new features going forward, but there is still some work to do before then. The next things I want to get done before making a beta version available are (initial beta version will be windows only) Optimising the drawing of the particles utilising compute shaders. I’ve Read more

So in the last update back in January 2019 I’d made the decision to redevelop TimelineFX in C++ from scratch and that’s basically what I’ve been doing for the last 18 months. That meant that I had to learn C++ as I’d never coded in it before and I’m happy to say that I’ve actually enjoyed it. Of course it hasn’t all been smooth sailing and Visual Studio has its quirks but overal it’s been fairly straightforward, more so then I expected. I spent the first few months learning the basics following Accelerated C++ by Andrew Koenig and Barbara E. Read more

I have just uploaded a new update of TimelineFX! This feels good as I’ve had trouble actually getting it to build at all. This is because the language that I wrote TimelineFX in (Blitzmax) is no longer supported and various things changed in the wxWidget bindings that meant it no longer built. However, thanks to a guy called Brucey who writes a ton of bindings for Blitzmax (including wxWidgets), his version of Blitzmax called Blitzmax-NG is keeping things alive. So after a bit of tinkering TimelineFX is compiling again (it wasn’t as much work as i thought it was going Read more

It’s always good to see how TimelineFX is being used to make particle effects in games all over the world. I spotted an article on Gamasutra about how Double 11 had created the particle effects in their PixelJunk Shooter Ultimate Game. It’s a great article and goes into a lot of detail about how they also created all of the various effects including dynamic flowing water. Their use of TimelineFX went further than making use of the exported effects to sprite sheets, they went as far as to develop their own engine in c++ so they could use the effects more dynamically in-game – Another Read more

Just a few bug fixes in this one, which I’ve listed below. Thanks to Trevor Nordstrom from ember-entertainment.com for pointing these out. There’s a few more little glitches on the Mac which I believe are effecting El Capitan, so looks like I’m going to have to upgrade my old MacBook which is getting a bit long in the tooth. I hope to work on some new features over Christmas so hopefully will have another new version with some more interesting stuff in the new year! Those changes then: The “*” symbol to indicate a graph that is changed from default Read more

I was getting a tired of the “Coming Soon” on the particle shapes section, so I’ve gone ahead and uploaded a collection of particle shapes which include both static and animated particles. The majority of shapes are already available within the effects libraries also here on the site, but for convenience you can now download them all as a zip file. The zip file is organised into folders so you can easily find the shapes you’re after. You’ll also be pleased to know there are some brand new particle shapes in there that have yet to feature in an effects Read more

I slightly more boring release this time round. There was an annoying bug where dragging a graph node about would stick every now and then especially when dragging over larger distances. I tracked it down to a bug introduced with the history tab. It was basically trying to refresh the history tab far too often so that’s changed now. In addition to that, it’s a lot more efficient as to how often it actually adds a history item when you edit a node on the graph. Head on over to the downloads page to get the latest version. On a Read more

There’s another new version of TimelineFX up, version 1.31. In this version I’ve introduced “Super Effects”. These are effects that can contain other effects without the need for a container emitter, which made things a bit more complicated for some things. So rather then having to create a “container emitter” to have sub effects, you can now just create a super effect and drag the effects you want it to contain onto it. Of course, emitters with sub effects still exist and are still needed for some effects (like smoke trails from an explosion), but this new feature should make Read more

I’ve just uploaded a new effects library based on Muzzle Flashes which was suggested on the forums. There’s a few different variations in there that should help give you a good starting point. In addition to that I’ve also uploaded a new tutorial video describing how I went about creating these effects. Hopefully it will help give you a good grounding to go on and create your own or modify the existing ones to suit your own needs. This is something I plan on doing with every new effects library that I release, and I might even go back and Read more