@jamie_c said:
The color sliders cycle through the color wheel as you slide them side to side. There is no current way to adjust the intensity of the colors but the ability to control the alpha setting helps with that.
You can simply add in a saturation slider - saturation is handled in two ways depending on the system, desaturation either moves towards white or the average of the three current RGB values.
You could make your slider deeper and use the Y position to saturate/desaturate.
You could constrain the colour to the slider's position . . . . using sin(self.X +diving maths) - and then offsetting each of the three colours by 120° . . . . hold on . . . demo time !
That would work if the particle behaviour let you use expressions for colours pgHost and I were doing quite a different thing from what @jamie_c ended up doing.
@Armelline said:
That would work if the particle behaviour let you use expressions for colours pgHost and I were doing quite a different thing from what @jamie_c ended up doing.
Yeah, since I'm essentially rolling my own particles the possibilities seem almost endless but then it comes back to what the particles behavior can actually do since what I'm really trying to do is just make that easier to play with and get some good results.
Even with the color selector as I have it, the user would still need to re-select their desired colors from the color wheel that the particles behavior offers since there is no direct RGB settings for it. They'll need to go through the standard color picker when it comes time to choose colors to match what was done in the editor/simulator.
@jamie_c said:
Even with the color selector as I have it, the user would still need to re-select their desired colors from the color wheel that the particles behavior offers since there is no direct RGB settings for it. They'll need to go through the standard color picker when it comes time to choose colors to match what was done in the editor/simulator.
Add to that the way the particle behaviour kind of has a mind of its own, especially regarding startup time, and self-made particles are the way to go. If there's one area of GameSalad I entirely lack confidence in, it's the particle editor. I can get the effect I want far quicker by doing it manually than I can by using that mystery of a behaviour
@Armelline, agreed. I don't offer the option of startup time in the editor as I couldn't find a way to successfully duplicate the effect. That is one of the few settings in the particle behavior that will need to be edited only within the behavior. And it is wonky for sure!
@Armelline said:
If there's one area of GameSalad I entirely lack confidence in, it's the particle editor. I can get the effect I want far quicker by doing it manually than I can by using that mystery of a behaviour.
Same with me. Making this thing actually helped me get the courage to delve into it.
Startup time is actually one thing I don't understand at all what it does. It seems no matter how I set it, the spawning always start almost immediately. One thing I did notice, though. The biggest problem I always had with the particle emitter was that it seemed to have this bug: when spawning, it would spawn the first batch, then there would be a relatively big pause (gap) and then it started spawning properly. You can see it for example in Crimble, with the snow. For some reason, if you set Startup as a higher number than Lifetime (just by one is enough), it seems to solve this issue and particles come out much more smoothly. Strange, but it works (as far as I tested it, quite extensively).
@jamie_c I was wondering about the access to colors! Your method explains a lot! Did you test how closely your method actually resembles output and CPU intensity as opposed to the Particle Emitter?
Did you test how closely your method actually resembles output and CPU intensity as opposed to the Particle Emitter?
@pHghost, not much. When I first started the project I had an actor with the particle effect behavior on screen at the same time as my 'home made' particles to see visually how close things matched and it was pretty good. But I have not done that recently and not extensively so I'll have to check it out in more detail. I'm thinking (just guessing really) that my particle editor would get someone 90-95% to where they need to be, then some tweaking would certainly need to be done within the actual behavior to get things perfect. But in my experience lots and lots of tweaking and testing needs to be done when using the particle behavior so if I can get someone 90% pretty quickly I'd be pretty happy with that.
This will give you separate control over the randomness range while honoring the initially set values (in essence, a 10 random will do +-10 from the set value, treated as the center point).
@socks I actually expected something lame, but instead I saw a super advanced miley syrus mega particle emitter:D I will have a hard time sleeping tonight thats for sure
@Approw said: @socks I actually expected something lame, but instead I saw a super advanced miley syrus mega particle emitter:D I will have a hard time sleeping tonight thats for sure
Thanks for all the great feedback guys, I've been working on this tirelessly for nearly 15 minutes now, I've added a load of new features, including a pretty amazing 'EDM remix' button, where you can remix the 'EDM' track just like a professional DJ, I'm actually surprised no one else has thought of including this kind of functionality in their particle editors, I suppose we can't all be pioneers, I've also got a sunglasses button and a pretty neat Tom Cruise slider, trying to think whether I should go iAds, IAP or Paid . . . ?
Yes, a lot of my users have requested more flappy bird, it's currently the number 3 feature request (after bigger Cyruses and the ability slightly change the height of the word 'EDm'), I can't promise anything, but let's just say there might be an update sooner rather than later.
@Armelline said: @Socks. Almost perfect. Couple of small changes.
Excellent, that's probably turned it from a $0.99 app to a premium $2.99 app, great work, love the subtle animation effect of the golden Flappy Bird 'eggs' (they are eggs aren't they?).
Comments
You can simply add in a saturation slider - saturation is handled in two ways depending on the system, desaturation either moves towards white or the average of the three current RGB values.
You could make your slider deeper and use the Y position to saturate/desaturate.
That would work if the particle behaviour let you use expressions for colours pgHost and I were doing quite a different thing from what @jamie_c ended up doing.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Oh, yeah, there is that little problem . . . .
Yeah, since I'm essentially rolling my own particles the possibilities seem almost endless but then it comes back to what the particles behavior can actually do since what I'm really trying to do is just make that easier to play with and get some good results.
Even with the color selector as I have it, the user would still need to re-select their desired colors from the color wheel that the particles behavior offers since there is no direct RGB settings for it. They'll need to go through the standard color picker when it comes time to choose colors to match what was done in the editor/simulator.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Add to that the way the particle behaviour kind of has a mind of its own, especially regarding startup time, and self-made particles are the way to go. If there's one area of GameSalad I entirely lack confidence in, it's the particle editor. I can get the effect I want far quicker by doing it manually than I can by using that mystery of a behaviour
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
@Armelline, agreed. I don't offer the option of startup time in the editor as I couldn't find a way to successfully duplicate the effect. That is one of the few settings in the particle behavior that will need to be edited only within the behavior. And it is wonky for sure!
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Same with me. Making this thing actually helped me get the courage to delve into it.
Startup time is actually one thing I don't understand at all what it does. It seems no matter how I set it, the spawning always start almost immediately. One thing I did notice, though. The biggest problem I always had with the particle emitter was that it seemed to have this bug: when spawning, it would spawn the first batch, then there would be a relatively big pause (gap) and then it started spawning properly. You can see it for example in Crimble, with the snow. For some reason, if you set Startup as a higher number than Lifetime (just by one is enough), it seems to solve this issue and particles come out much more smoothly. Strange, but it works (as far as I tested it, quite extensively).
@jamie_c I was wondering about the access to colors! Your method explains a lot! Did you test how closely your method actually resembles output and CPU intensity as opposed to the Particle Emitter?
@pHghost, not much. When I first started the project I had an actor with the particle effect behavior on screen at the same time as my 'home made' particles to see visually how close things matched and it was pretty good. But I have not done that recently and not extensively so I'll have to check it out in more detail. I'm thinking (just guessing really) that my particle editor would get someone 90-95% to where they need to be, then some tweaking would certainly need to be done within the actual behavior to get things perfect. But in my experience lots and lots of tweaking and testing needs to be done when using the particle behavior so if I can get someone 90% pretty quickly I'd be pretty happy with that.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Implementing proper control of randoms, for more flexibility and better testing of particle effects (especially explosions and the sort)!
@pHghost can't wait
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This will give you separate control over the randomness range while honoring the initially set values (in essence, a 10 random will do +-10 from the set value, treated as the center point).
Just finished my particle editor !
I've called mine Particle Editor Pro, as it offers a number of features not found elsewhere, I hope it's of some use to people.
File attached.
@Socks, LOL! I'll have you know I just opened that and ran it while at work and got a "What was that!?" shouted from across the room!
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@Socks that´s just scary...
Mental Donkey Games
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My eyes! My retinas are melting off!
(Only lucky I had my computer on mute, otherwise I fear my head would have exploded.)
That might have been the excellent 'EDM' track, feel free to use any of the music or excellent graphics for your own projects.
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Try setting the slider to 'small', I find that helps.
@socks I actually expected something lame, but instead I saw a super advanced miley syrus mega particle emitter:D I will have a hard time sleeping tonight thats for sure
Thanks for all the great feedback guys, I've been working on this tirelessly for nearly 15 minutes now, I've added a load of new features, including a pretty amazing 'EDM remix' button, where you can remix the 'EDM' track just like a professional DJ, I'm actually surprised no one else has thought of including this kind of functionality in their particle editors, I suppose we can't all be pioneers, I've also got a sunglasses button and a pretty neat Tom Cruise slider, trying to think whether I should go iAds, IAP or Paid . . . ?
New version attached:
Needs more flappy bird.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Yes, a lot of my users have requested more flappy bird, it's currently the number 3 feature request (after bigger Cyruses and the ability slightly change the height of the word 'EDm'), I can't promise anything, but let's just say there might be an update sooner rather than later.
V3.0 Partical Editor Pro Gold HD
Definitely thinking premium/paid now, if only to cover the legal costs.
@Socks. Almost perfect. Couple of small changes.
Edit: Damn, broke something. Get version 2!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Version 2!
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Excellent, that's probably turned it from a $0.99 app to a premium $2.99 app, great work, love the subtle animation effect of the golden Flappy Bird 'eggs' (they are eggs aren't they?).
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Progress update:
Looks great ! But . . . . no EDM ?
Developing EDM Generation 2.
It'll be big, trust me.