New downloadable emitters
- This topic has 8 replies, 3 voices, and was last updated 16 years, 3 months ago by
Andrej Vojtas.
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June 13, 2009 at 5:00 pm #3069
imported_peterigzParticipantI will try and make available new emitter libraries on a regular basis. Please let me know of any specific effects that you’re interested in and I’ll have a bash at creating it.
July 1, 2009 at 2:33 pm #3331
thomashaaksParticipantThree emitters I’d like to see or get suggestions how to create them:
– laser shots/beams with different colors and lengths, maybe even the possibility to create a laser beam from point a to point b. Would that be doable?
– space ship fusion engine
– energy shield for space ships that can “glow up” if hit
By the way: Is there any built in collision stuff included for emitters and/or particles?
July 1, 2009 at 3:08 pm #3332
imported_peterigzParticipantSounds like you be wanting a good “Shoot ’em up” emitter library which was one of the libraries I would like to create first. Shoot ’em ups seem like the obvious choice for lots of effects.
Laser beams would be done using line traversal of which there is an example in the example effects file, I still need experiment myself with this to get the best looking beams.
Fusion engine should be easy enough. Maybe a couple of single glow/flare particles that stay relative to the the effect, and a fire particle shooting out. You can use SetEmissionAngle in code to align it with your space ship’s direction of travel and also setvelocity and setsizex/y to tie it in with the current acceleration.
For the shield, maybe a good looking sphere particle of some kind that simply appears and fades out.
I’ll bear these in mind when creating the library.
Currently there’s no built in collision, I think its better that the user implements in whatever way suits their application. So if you have bullet particles, then create a bullet type and attach the bullet effect to that type as I did in the vaders game.
July 2, 2009 at 1:01 pm #3333
thomashaaksParticipantAll of it sounds good 😀
I’m going to play around with the editor and try a bit for myself as soon as I have a free evening 🙄Thanks,
ThomasJuly 21, 2009 at 4:10 pm #3402
Andrej VojtasParticipantI’m really excited with your tools and the in-game implementation. It has so much potential.
I would really welcome emitters/tips for full screen weather effects, realistic style (no cartoon snow flakes), maybe multiple layers, no limit on particle count:
– rain: soft, heavy, thunderstorm
– snow: soft fall, heavy fall, blizzard (almost horizontal direction)
– crawling fog / cloudsand environment particles, not full screen, just a specific area effect:
– godrays with dust particles
– wind gusts of dust, flower petals, leaves
– fireflies
– water splashes (when jumping into knee deep water), water splashes/ripples (when walking in knee deep water)
– underwater bubblesI imagine all these effects in the context of a high resolution side-scroller (e.g. see Odin Sphere), it could significantly add to the beauty of the environment. I understand they present a serious challenge, so please let me know what you think. I hope this is a welcomed inspiration 😉
July 21, 2009 at 4:51 pm #3403
imported_peterigzParticipantThose are great ideas for emitter libraries 😎 , the environmental effects were something I was thinking of creating for an emitter library. All of them should be possible. Currently I’m making some enhancements to the editor and module, but then I think I’ll spend more time creating emitters and showing off what TimelineFX can do.
July 22, 2009 at 7:20 am #3404
Andrej VojtasParticipantThank you for your fast reply. I’m looking forward to all the improvements in the editor and the module, as well to the new emitter libraries. Keep up the great work.
July 22, 2009 at 7:54 am #3405
thomashaaksParticipantAndrej, your suggested emitter ideas are great!
Welcome to the forum, by the way 🙂
Cheers,
ThomasJuly 22, 2009 at 3:14 pm #3406
Andrej VojtasParticipantThank you for your kind words.
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