Presets update for gradients and emitters

Presets update for gradients and emitters

A new alpha version is now available with more bug fixes and some new presets available for selecting colors and gradients and also I’ve overhauled the new effect/emitter option under the edit menu so that you can now select from a bunch of presets. I did list that I would add a feature where the number of particles spawned would scale based on the size of the area, but in the end I decided not to add this into the editor as it’s easy enough to do using the TimelineFX library and more of a feature that’s only useful when Read more


Alpha 3 Released – Seamless texture previews

I have just uploaded Alpha release number 3, which as well as a bunch of bug fixes also includes a proper seamless texture preview which is a big improvement on the previous version: As mentioned there were also a bunch of bug fixes including some nasty crashes, slowly but surely it’s becoming more stable! For the next alpha I will start to include some new features not seen before in TimelineFX, so looking forward to implementing those. The idea will be to add some features (as outlined on this page) and then move the editor into a beta phase where Read more


New C++ Library released + some editor bug fixes

I’ve just pushed the initial commit to github for the C++ library of timelinefx that you can use to implement the effects into your game or application directly. I’ve tried to make the API as simple as possible so hopefully there shouldn’t be any major issues implementing it. The library is render agnostic, so you will need to provide your own function to load the images for the particles and also a function to actually render the particles. See the Read me document for more information: https://github.com/peterigz/timelinefxlib and there’s also an example inside the examples folder. The library is still Read more


Alpha 2 released – History Tab implemented

I’ve just uploaded the latest version – Alpha 2! This version sees undo implemented which isn’t very exciting but it is a necessary feature to make creating effects a lot more easy if you need to go back to a previous change. I also added a couple of new features over the original version in that you can now preview a revision without actually reverting the the change, and you can now also create a new effect from a revision – handy if you want to branch off to a different version of the effect you’re working on. For some Read more


More progress, and Alpha release date: 1st March 2021

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


Initial beta version not far away

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


Update 2020, New Editor Making Good Progress

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


New update (long over due!)

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


TimelineFX library now available for Monkey 2

Grab the new TimelineFX library for Monkey 2 here. Monkey 2 is a great new free and open source language by the author of Blitzbasic, Blitzmax and Monkey. It has many features and I can’t tell you how much fun I’ve had coding with it since it’s release. It’s still a relatively new language but I think it has a lot of potential if it can get enough support behind it. At usual with Mark Sibly (the author), he’s managed to keep his trend of implementing an intuitive syntax that makes it very easy to use and in Monkey 2 Read more


PixelJunk Shooter Ultimate and TimelineFX

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