That depends... there are lots of ways to make explosions.
With BOT, I had the enemies explode. I spawned three new actors, which represented a body part. Then, with particles, I created a flaming trail from each piece. This was accomplished by using cos/sin and the actor's rotation. That way, the flame would trail the piece.
For something more simple... I have a glittery effect when a star is collected in Arch Fiery. That's basically a bunch of particles spawning out from the center... with a random(0,359) direction and the star turning to Alpha Zero.
Photics said: That depends... there are lots of ways to make explosions.
With BOT, I had the enemies explode. I spawned three new actors, which represented a body part. Then, with particles, I created a flaming trail from each piece. This was accomplished by using cos/sin and the actor's rotation. That way, the flame would trail the piece.
For something more simple... I have a glittery effect when a star is collected in Arch Fiery. That's basically a bunch of particles spawning out from the center... with a random(0,359) direction and the star turning to Alpha Zero.
Photics: What are you doing for the fire trail behind the fire ball in Arch Fiery?
BlackbirdStudios said: Photics: What are you doing for the fire trail behind the fire ball in Arch Fiery?
That's similar to the Rocket Thrust explanation in the "Particles" chapter of The Unofficial GameSalad Textbook. The two main ingredients are "Additive" color blending and my special image. I also tweaked the settings to improve the effect.
Once you understand how the particle behavior works, and how math can be used to improve it, there are a lot of cool effects that can be created.
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With BOT, I had the enemies explode. I spawned three new actors, which represented a body part. Then, with particles, I created a flaming trail from each piece. This was accomplished by using cos/sin and the actor's rotation. That way, the flame would trail the piece.
For something more simple... I have a glittery effect when a star is collected in Arch Fiery. That's basically a bunch of particles spawning out from the center... with a random(0,359) direction and the star turning to Alpha Zero.
Once you understand how the particle behavior works, and how math can be used to improve it, there are a lot of cool effects that can be created.
There's a screenshot of two pillars that I added to my game today...
http://forums.toucharcade.com/showpost.php?p=1923789&postcount=20
The flame is like something out of the Olympics. After I created it, I stared at the flames. I think it's pretty cool... a realistic flame effect.
Here's a lesser knowing trick... the replicate behavior can also be handy with particles... as it creates multiple points of particle spawning.