Terrible Particles
DoMan
Member Posts: 102
The Particles Behavior is really messed up. First, the size problem, i cant put pictures into the size field and have them at their natural size, they are always shoved up into some stupid block at some weird currency size. Like - is 35 big, or small?! Is 100 full size, what is 100 relative too?!!!!!???? AND every time i put particles it just blasts out all the particles in one second, then does nothing ever again.. that really really sucks. i want a nice uniform spread, one with even and continuous distribution! Is their a check box that we can tick for "even distribution"? or one for "continuos distribution?"
Either i am doing something wrong, or your particles behavior is very un-intuitive.
Either i am doing something wrong, or your particles behavior is very un-intuitive.
Comments
The emitter does only send out square blocks but this can be got around by placing you image within an alpha channel in a square image. The size is then directly related to pixel size so you can get images at their correct size.
To send out a stream of particles is just a question of playing with the settings, and I am not use why you are getting just a single blast and then nothing. try-
number of particles 2
particle start up time 1
particle life 2
and then play with the settings.
If you really need to create something very even I would possibly look at recycling actors with rules for direction etc.
Hope that helps.
kipper
As you know from that template, the size of the ball varies.
What I did with the particles (because in this case they're balls AND they're always changing) was to set the size to the self.width of the actor.
Perfect every time.
Hope that helps!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
instead of making all kinds of workarounds .
The second one is like you said about nice uniform spread .
If one wants to make a "trail" of particles behind his actor , he can go crazy recycling actors all over the place , instead of using a single particles behavior .
The third major flaw is "affected by gravity" ! i want my particles to have gravity without the need to put gravity in the scene , and then put "accelerate up" behavior is every single actor i have to cancel that gravity! i want "gravity" only for my particles! why is it so hard to make?!
I have more complains about particles , but those are my top 3 . its been way too long ,
about 18 months without any updates for this behavior .
Oh sorry , they added "blending mode" , yeah thanks for that .
Roy.
A particles dream
Roy.
How does "particles startup time" work? I think this is that thing that defines how long it pushes out particles. I put it onto "1" and for only 1 second it pushed particles out. I put it to "10" and it pushed out particles for 10 seconds. What does this field do? And if i'm right, how do I make it infinitely push out particles?
Particles will infinitely push out particles, at least until something changes it (scene over, level over, player dies, particle actor is destroyed, etc).
and heres a burst of particles then nothing demo for you
http://www.mediafire.com/?xk68drveibkm99v
Can anyone tell me how to fix that? It makes it look dumb since the particles take a second to fully kick in.
A workaround would be to do a fade into your scene (essentially have an actor over your entire screen, blank, coloured black, then interpolate its alpha to 0 over 1 second).
This might cover up that one particle for long enough for the others to come through ok.
I agree though, it could do with a little work.
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I'm pretty sure the particle's size is referring to a square of that size. So spawning particles of your actor's width and height should give particles the same size as your actor. Likewise, if you want snow particles, and your snow art is 8x8, setting its size as 8 would be the correct size.
We just need the option to spawn particles BEHIND the actor.
As it is now, you need 2 actors if you want it from behind, and with GS that extra moving actor can mean a big hit on the performance.
I've encountered way too many times where spawning particles behind would be useful.