I don't use the particles behavior. What I do is create an actor called debris.
I make my debris actor interpolate alpha to 0 in 1 second, move at random 1,359 degrees direction, destroy after 1.25 seconds, and I make the size of actor about 12x12.
My ship shoots a bullet (actor) at an enemy (actor). I set my bullet actor (When collide or overlap with "enemy", spawn actor "debris"). I spawn about 8 debris actors per collide.
So...when the bullet hits an enemy, it will spawn 8 debris actors in random directions for 1 second. Nice effect
Well, I used an actor for debris because I seemed to have some drag on game using particles...I also like it because I can save that particular setup and can just copy and paste to other game builds. It didnt seem like a lot of work. It took me about 5 minutes to figure it out. 8-}
Well, I used an actor for debris because I seemed to have some drag on game using particles...I also like it because I can save that particular setup and can just copy and paste to other game builds. It didnt seem like a lot of work. It took me about 5 minutes to figure it out. 8-}
You should always use what you're comfy/happy with, so if it works for you, that's great!
This is me using particles in an upcoming game:
The system I use is to have a 'hit' actor. This actor is non moveable, and there's just one in a scene. So, no spawning and no moving.
When an alien is hit, a couple of things happen:
The 'alienhit' variable becomes true.
When alienhit is true, the enemy that was shot makes its self position x and y = the global variables AlienX and Alien Y.
Then three things happen to make the explosion itself:
A) On the 'hit' actor is a rule that says 'When alienhit=true' change self x and self y to AlienX and Alien Y.
Do your particle thing.
C) make alienhit = 0
I use particles because they are a nice, cool looking and optimised way of making explosions.
@Thunder_Child You could even use one of those 'debris' images within the particle system itself - just one - and alter its rotation randomly, for example. That might look good and be less of a burden on your games as you're not using 'spawn'.
@quantumsheep nice game play. Monochrome...me likes. Ill tinker with particles again. My game has a lot going on. I felt particles made it lag a bit. I will say particles work great for thrust from a ship. B-)
@quantumsheep nice game play. Monochrome...me likes. Ill tinker with particles again. My game has a lot going on. I felt particles made it lag a bit. I will say particles work great for thrust from a ship. B-)
Thanks you.
I'm worried this seems like shameless self promotion - but it's relevant to the topic, honest!
My game Air Supply - Infinite I feel shows a little of what you can do with particles:
The explosions, and most importantly the changing backgrounds, are all done with one actor using particles depending on different variable states.
The images for each particle are about 512x512 - so pretty large. I'm throwing about 6 out in very brief periods, constantly.
I did consider doing this with just spawning or looping images but it was too much of a drain on the performance.
It worked for that particular game - I guess the take-away is that if the way you do it works fine, then carry on!
If you're having performance issues, then using particles is one possible answer!
1. Did you make the game mechanics for Air Supply or is that an adapted "planet hop" template? Love the gameplay video.
2. Love your screename. I inagine little sheep jumping in and out if existence at a plank scale between parallel d-brane universes. Pretty deep man...pretty deep....
1. Did you make the game mechanics for Air Supply or is that an adapted "planet hop" template? Love the gameplay video.
It was based on @StormyStudios planet hop demo - which is free on his website. All I took was the central idea as the bare bones and expanded on that quite a bit
2. Love your screename. I imagine little sheep jumping in and out if existence at a plank scale between parallel d-brane universes. Pretty deep man...pretty deep....
Comments
I make my debris actor interpolate alpha to 0 in 1 second, move at random 1,359 degrees direction, destroy after 1.25 seconds, and I make the size of actor about 12x12.
My ship shoots a bullet (actor) at an enemy (actor). I set my bullet actor (When collide or overlap with "enemy", spawn actor "debris"). I spawn about 8 debris actors per collide.
So...when the bullet hits an enemy, it will spawn 8 debris actors in random directions for 1 second. Nice effect
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
when touch is pressed
timer->for 1 second
fire your particles
you need to put the particles in a timer so they only fire off once.
hope that helps.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
This is me using particles in an upcoming game:
The system I use is to have a 'hit' actor. This actor is non moveable, and there's just one in a scene. So, no spawning and no moving.
When an alien is hit, a couple of things happen:
The 'alienhit' variable becomes true.
When alienhit is true, the enemy that was shot makes its self position x and y = the global variables AlienX and Alien Y.
Then three things happen to make the explosion itself:
A) On the 'hit' actor is a rule that says 'When alienhit=true' change self x and self y to AlienX and Alien Y.
C) make alienhit = 0
I use particles because they are a nice, cool looking and optimised way of making explosions.
@Thunder_Child You could even use one of those 'debris' images within the particle system itself - just one - and alter its rotation randomly, for example. That might look good and be less of a burden on your games as you're not using 'spawn'.
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
I'm worried this seems like shameless self promotion - but it's relevant to the topic, honest!
My game Air Supply - Infinite I feel shows a little of what you can do with particles:
The explosions, and most importantly the changing backgrounds, are all done with one actor using particles depending on different variable states.
The images for each particle are about 512x512 - so pretty large. I'm throwing about 6 out in very brief periods, constantly.
I did consider doing this with just spawning or looping images but it was too much of a drain on the performance.
It worked for that particular game - I guess the take-away is that if the way you do it works fine, then carry on!
If you're having performance issues, then using particles is one possible answer!
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
I was only posting to show an example of particle explosions.
I LOVE them
QS =D
EDIT: I'd just like to add, that spending a little time with a blank project and the particle behaviour may surprise you. It'll make you smile too!
Experiment with it - I think you can do some lovely things with it, while also keeping an eye on how your game performs
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
2 things..
1. Did you make the game mechanics for Air Supply or is that an adapted "planet hop" template? Love the gameplay video.
2. Love your screename. I inagine little sheep jumping in and out if existence at a plank scale between parallel d-brane universes. Pretty deep man...pretty deep....
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
But I already told you that next week!
QS =D
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing
Complete Guide to iOS Publishing {} Complete Guide to Mac Publishing