peterigz
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peterigzKeymasterOk, I’ve uploaded the latest Mac version, let me know if you have any problems π
peterigzKeymasterYes looks like I forgot to upload the Mac version, will do so shortly!
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This reply was modified 12 years, 1 month ago by
peterigz.
peterigzKeymasterAt the moment it doesn’t scale the animation because it’s simply recording what you create in the editor. So if an effect lasts 16 frames, that’s what it records because it’s having to interpret all of the graph data that creates the effect. I think if I’m to implement this then I’ll have to add a toggle button to the animation controls to fix the animation as it is, and then if you change the number of frames there after it scales the animation based on the frame data it has by interpolating between the frames. I’m not sure how well it will work though because if the effect has complicated graphs, then interpolating between the frames as they’re scaled may create some unwanted effects.
Maybe I can solve it with a new time control attribute of some kind that allows you to control the frame rate if the effect, which might actually be quite cool anyway. I’ll definitely look at a solution though. For now a workaround might be to change the global life attribute of the effect to make it last longer/shorter as required.
peterigzKeymasterThanks, it must be the hyphens then, I thought Flash was ok with them! I’ll fix that in the next update.
Glad you resolved the other issue, there should still be plenty I can do to speed things up.
peterigzKeymasterHi Dave,
The life attribute describes how long each particle will be alive for, but if the amount attribute is always set to spawn particles then it will just keep spawning them. I’m not sure the exact problem you’re having there though, do you keep creating the emitters in game? If the amount is set to keep on spawning particles then the effect won’t die and be cleared up by the particle manager.
An effect will keep on running as long as the emitter is spawning particles. So as long as the amount attribute is anything other then 0 on the final node (or only node if there is one) then the emitter will just keep going until you kill it in your program. So you only need to add it once to the particle manager, so this will work for a star field. I have a more complex example I can add to the module that uses a star field so I’ll add that soon.
There’s currently no way of stopping all effects that are running, but I can add that easy enough.
With regards to flash I need to check to see which characters are not allowed in flash. I’m sure I do replace spaces, but maybe there’s others. Do you use the Export option from the file menu to export the effects? That should export as a zip and rename any files that have spaces.
I think the demo might be out of date, I need to update that.
peterigzKeymasterI’ve added the download button now π
peterigzKeymasterThanks, let me know how you get on with the Monkey module π
peterigzKeymasterAhh yes a download button might help! I haven’t even uploaded the file yet, what a numb nut π I’ll sort it out as soon as I’m back on my PC.
peterigzKeymasterI’ve had a go at an impacts library, I’ve added it to the downloads, let me know what you think π
peterigzKeymasterOk glad you sorted it, yes you need to include the folder name if that’s where the effect is π
peterigzKeymasterYes I think that’s a good idea π I’ll look to add one.
peterigzKeymasterOops sorry, the link was messed up, I’just fixed it now π
Thanks for pointing it out.
peterigzKeymasterThe latest version 1.29 now solves this issue, grab it from the downloads page.
peterigzKeymasterInteresting, that obviously shouldn’t be happening π
I’ll take a look at that and see what’s going on.
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This reply was modified 12 years, 1 month ago by
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