Emilio, I have to ask about your formulas 'cause I'm busting brain cells trying to wrap my mind around them. (I don't have much of a math background so it takes me awhile to figure things out.)
First, in Direction: ((self.Time*self.delta)%360) where self.delta = 17000.
I'm pretty sure that this distributes the particles around in a circle. This formula is really cool because the answers are: .22, .44, .66, .88, .11, .33, .55, etc. Is there a name for this technique/formula? It's the '17' that is special, isn't it? (I vaguely remember another thread where someone wanted non-repeating numbers and achieved this by using prime numbers.)
Then, for Speed, you have: max(0,random(50,200)-(self.Time*25)). As far as I can tell, the more time that lapses, the greater the odds are that Speed = 0. Is this right?
Love your second demo. I've added smoke particles and the effect is awesome! Would you mind if I used this in my game?
I added smoke and stars. I was hoping to use it when an actor exploded but couldn't get it all to work properly -- I was probably using too many resources. Anyways, just another demonstration showing what can be done with particles.
JackBQuick said: Emilio, I have to ask about your formulas 'cause I'm busting brain cells trying to wrap my mind around them. (I don't have much of a math background so it takes me awhile to figure things out.)
First, in Direction: ((self.Time*self.delta)%360) where self.delta = 17000.
I'm pretty sure that this distributes the particles around in a circle. This formula is really cool because the answers are: .22, .44, .66, .88, .11, .33, .55, etc. Is there a name for this technique/formula? It's the '17' that is special, isn't it? (I vaguely remember another thread where someone wanted non-repeating numbers and achieved this by using prime numbers.)
Then, for Speed, you have: max(0,random(50,200)-(self.Time*25)). As far as I can tell, the more time that lapses, the greater the odds are that Speed = 0. Is this right?
Love your second demo. I've added smoke particles and the effect is awesome! Would you mind if I used this in my game?
Yes for both of the math questions and yes you can use it freely in any game Also sometimes I change the 17000 and try multiples of 360 that will give you an spiral.
I added smoke and stars. I was hoping to use it when an actor exploded but couldn't get it all to work properly -- I was probably using too many resources. Anyways, just another demonstration showing what can be done with particles.
Sorry, I should clarify: I couldn't get the explosion to work in the context of my game -- I think that I was already stretching the limits by the numbers of actors (I have over 30 actors in the scene) and behaviours I have -- but the explosion works fine by itself.
Thanks both to eaguirre and whoever created the Particle Magic 3 demo! I'd like to know who it was, but I don't see a way to find out?
The example helped clarify some particle details for me. I'm getting the feeling that the docs for particles should be a little more precise. It's note entirely clear exactly how the first tabs variables interrelate from the description.
Comments
Great way to grab some quick particle settings that look good!
here is another one: http://gamesalad.com/game/play/81338
This is an explosion! made only with particles
First, in Direction: ((self.Time*self.delta)%360) where self.delta = 17000.
I'm pretty sure that this distributes the particles around in a circle. This formula is really cool because the answers are: .22, .44, .66, .88, .11, .33, .55, etc. Is there a name for this technique/formula? It's the '17' that is special, isn't it? (I vaguely remember another thread where someone wanted non-repeating numbers and achieved this by using prime numbers.)
Then, for Speed, you have: max(0,random(50,200)-(self.Time*25)). As far as I can tell, the more time that lapses, the greater the odds are that Speed = 0. Is this right?
Love your second demo. I've added smoke particles and the effect is awesome! Would you mind if I used this in my game?
Particle Magic Demo 3
I added smoke and stars. I was hoping to use it when an actor exploded but couldn't get it all to work properly -- I was probably using too many resources. Anyways, just another demonstration showing what can be done with particles.
Also sometimes I change the 17000 and try multiples of 360 that will give you an spiral.
Cheers
Sorry, I should clarify: I couldn't get the explosion to work in the context of my game -- I think that I was already stretching the limits by the numbers of actors (I have over 30 actors in the scene) and behaviours I have -- but the explosion works fine by itself.
The example helped clarify some particle details for me. I'm getting the feeling that the docs for particles should be a little more precise. It's note entirely clear exactly how the first tabs variables interrelate from the description.