Here are a couple screen grabs of my updated editor. The first is the main interface and the second is the email that is generated with the particle data.
@BigDave said:
one thing i always which i never got to work is using sin / cos for the direction,
so you could create wave like paths for your particles
not sure if that works tough
I recently did just that in one of my projects. It took some time to figure it out, but it's definitely doable.
one thing i always which i never got to work is using sin / cos for the direction,
so you could create wave like paths for your particles
@BigDave, I'm not the best math guy around but I know there are a lot of sin/cos tutorials on the forum so I'll have a look and see what I can do. Maybe @NipaDidIt will come up with something in the mean time.
@NipaDidIt said:
I recently did just that in one of my projects. It took some time to figure it out, but it's definitely doable.
I'll rty to create an example file later today.
@BigDave said:
one thing i always which i never got to work is using sin / cos for the direction,
so you could create wave like paths for your particles
not sure if that works tough
Unfortunately you can't ! Once a particle is born it will always travel in a straight line, the only exception is to have it effected by scene gravity (which you can't change at run time), you can however have the particle emitted in a wave like direction (if that makes sense!?) . . . so the thing that is spraying out the particles is moving or rotating . . . . you can do some interesting stuff with this approach . . . examples attached.
@NipaDidIt said:
I recently did just that in one of my projects. It took some time to figure it out, but it's definitely doable.
I'll rty to create an example file later today.
@BigDave said:
one thing i always which i never got to work is using sin / cos for the direction,
so you could create wave like paths for your particles
not sure if that works tough
Unfortunately you can't ! Once a particle is born it will always travel in a straight line, the only exception is to have it effected by scene gravity (which you can't change at run time), you can however have the particle emitted in a wave like direction (if that makes sense!?) . . . so the thing that is spraying out the particles is moving or rotating . . . . you can do some interesting stuff with this approach . . . examples attached.
I might have understood wrong what @BigDave meant here.
But you´re right. It is not possible to have a particle travel other than on a straight line without scene gravity. (would be very cool though!)
@jamie_c said:
I've finished and released my particle effects editor as a Macintosh application. A tutorial video is posted below if anyone wants to check it out:
@RThurman, thanks. It's actually pretty fun to just play with. At some point in the not to distant future I'm going to post a 'limited' version as a web app as a sort 'try before you buy' thing.
I also have a bunch of potential updates I'd like to work in at some point, interface and functionality wise. It's amazing how flexible Gamesalad is really, it's fun working on an application vs a game for a change.
@onelasttime, glad to hear you like it. I'd love to add the ability to add your own particle shapes but since the simulator was created using Gamesalad I'm afraid that is a feature I can't add at this time. Gamesalad does not have any way to import images (or any other files) into a finished project. If this ever becomes available I'll certainly add it as a feature.
In the mean time the only option is to create an effect using one of the built in shapes and then use your own custom shape once you are re-creating the effect in Creator.
The online version is 'limited' so you don't have the option of randomness, but in the paid ($10 USD) version you can use the Min and Max settings for Particle Size, Particle Speed, and Particle Direction to add lots of randomness to your particles. In this limited version all of those settings are 'locked' so there is no randomness. The choice of particle shape is also limited in the online version, there is only two. In the paid version you can use all 20.
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Here are a couple screen grabs of my updated editor. The first is the main interface and the second is the email that is generated with the particle data.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c thats pretty clever with the email
one thing i always which i never got to work is using sin / cos for the direction,
so you could create wave like paths for your particles
not sure if that works tough
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
I recently did just that in one of my projects. It took some time to figure it out, but it's definitely doable.
I'll rty to create an example file later today.
Mental Donkey Games
Website - Facebook - Twitter
@BigDave, I'm not the best math guy around but I know there are a lot of sin/cos tutorials on the forum so I'll have a look and see what I can do. Maybe @NipaDidIt will come up with something in the mean time.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Unfortunately you can't ! Once a particle is born it will always travel in a straight line, the only exception is to have it effected by scene gravity (which you can't change at run time), you can however have the particle emitted in a wave like direction (if that makes sense!?) . . . so the thing that is spraying out the particles is moving or rotating . . . . you can do some interesting stuff with this approach . . . examples attached.
I might have understood wrong what @BigDave meant here.
But you´re right. It is not possible to have a particle travel other than on a straight line without scene gravity. (would be very cool though!)
Mental Donkey Games
Website - Facebook - Twitter
I've finished and released my particle effects editor as a Macintosh application. A tutorial video is posted below if anyone wants to check it out:
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Amazing! Great work!
@RabidParrot, thanks. It gave me a good excuse to finally create a Mac application.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c -- that looks fantastic!
wow!
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
@RThurman, thanks. It's actually pretty fun to just play with. At some point in the not to distant future I'm going to post a 'limited' version as a web app as a sort 'try before you buy' thing.
I also have a bunch of potential updates I'd like to work in at some point, interface and functionality wise. It's amazing how flexible Gamesalad is really, it's fun working on an application vs a game for a change.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c Great work! I downloaded it and try 5 minutes.
Can we add own shapes in the future? Before sets up in the gamesalad, It would be nice to see how it looks in the ps simulator.
Check out my games on the App Store!
Wordgraphy / Polycolor / 20 Seconds / Minimal Maze
@onelasttime, glad to hear you like it. I'd love to add the ability to add your own particle shapes but since the simulator was created using Gamesalad I'm afraid that is a feature I can't add at this time. Gamesalad does not have any way to import images (or any other files) into a finished project. If this ever becomes available I'll certainly add it as a feature.
In the mean time the only option is to create an effect using one of the built in shapes and then use your own custom shape once you are re-creating the effect in Creator.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
@jamie_c
would be a great feature also for games or apps so the players could load in their custom graphics to play the game. (in case of a game)
How can I test your new version of the particle editor?
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
double post - pleas everyone keep going - nothing to read here
this is just a filler text because I can't delete the post now.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
@jamie_c
Brilliant work !!
@Socks, thanks!
@BigDave, I just posted a 'limited' version as a web app (thanks to GS HTML 5 support!) you can check it out here:
http://www.imaginelabs.rocks/?page_id=434
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
like it a lot, I miss the options to make them fly random(0,360)
sun, explosions etc.
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
@BigDave, glad you like it.
The online version is 'limited' so you don't have the option of randomness, but in the paid ($10 USD) version you can use the Min and Max settings for Particle Size, Particle Speed, and Particle Direction to add lots of randomness to your particles. In this limited version all of those settings are 'locked' so there is no randomness. The choice of particle shape is also limited in the online version, there is only two. In the paid version you can use all 20.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page