peterigz
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peterigzKeymasterMany thanks for your contribution Damucz, that sounds great! π
With regards to unzipping the eff files for use, this sounds similar to the monkey implementation. You can export the effects files as .zip files in TimelineFX to make things easier. I guess if the image files are in the same folder as the xml you only need to extract the file name from the path without any need to edit the xml manually, that’s what the monkey version does anyway.
I wish I had time to learn c++, I could remake the vaders example, but sadly I’m knee deep in PHP for my day job… Oh well, one day π
peterigzKeymasterHey that looks great π Will there be an iPhone version?
peterigzKeymasterAn email contest would be cool, not sure how many would participate. Unfortunately time is my biggest downfall at the moment to organise these things! There is a video tutorial about creating an explosion from scratch here: http://www.rigzsoft.co.uk/video-tutorials/
peterigzKeymasterPeter Ward has very kindly made available his C++ code for TimelineFX, which you can find in this post here:
http://www.rigzsoft.co.uk/c-code-for-timelinefx/
Perhaps I should GitHub it?
peterigzKeymasterHi, I have actually developed an App with Corona before (a very boring local council recycling app!). I can’t say I have any plans for a corona module however, I didn’t mind Lua script but I’ve no idea how I’d convert timelefx to it! π
Glad you’re loving TimelineFX!
peterigzKeymasterHi glad you’re annoying it π
Yes I do recall that bug thanks for reminding me about it!
peterigzKeymasterHi, if you right click on the effect in the list you can select the option to hide other emitters when selecting individual emitters
peterigzKeymasterUnity was always 3D from what I remember and TimelineFX is a 2D particle engine, however there’s a 2D part of unity now?
I have actually worked with someone to create a Java library for LibGDX funnily enough. It’s fully working but needs some optimising mainly for mobiles. I have suggested that he open sources it to a wider community to help develop it further. I’ll see if I can help him put it on GitHub.
peterigzKeymasterI guess there’s no reasons why it wouldn’t compile on linux, the only reason why I haven’t is that I’ve never been a Linux user, or ever installed it! I’ve never really detected much demand for it so it’s never been a priority.
peterigzKeymasterHi, I changed forums so the attachments are lost, I’m currently away at the moment but I’ll upload it again tomorrow.
peterigzKeymasterYes, I do need to add more emitters, at the moment I struggle to find the time to work on them but hopefully I can put more up soon!
peterigzKeymasterI’m afraid not Htbaa. I’d say your best bet may be to convert the monkey library, seeing as monkey is designed to translate to other languages. The file format is simply a zip file that contains an XML file with all the data for the effects (it’s quite explanatory) and all of the shapes in png format.
peterigzKeymasterSounds great pward84020 π
You could throw it up on github if you wanted to then people could fork it as necessary, but it’s your code at the end of the day so the choice is yours π I’d certainly be happy to contribute to it, although my c++ knowledge is limited!
February 27, 2014 at 11:47 pm in reply to: Getting null object error when trying the bmax simple example. Help #5155
peterigzKeymasterHi, seems like it’s having trouble finding the file. Does the sample work without any changes?
I would make sure the file path is correct, and maybe just move the effects file into the same folder as the code you’re trying to run to simplify things.
peterigzKeymasterYou can do this with sub effects, and the containers you see in other effects are just how you do it. All you do is create an emitter and check the single checkbox on the particle tab. Then you can create an effect within that emitter. You can do that as many times as you want and and have as many effects in one effect as you need.
You can just set the containing emitter’s alpha or size to 0 so that it doesn’t show.
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