monkey module
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- This topic has 3 replies, 2 voices, and was last updated 10 years, 12 months ago by peterigz.
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December 28, 2013 at 2:15 pm #5085
daveParticipanthi how do i set the lifespan of the emitter to about 0.5 seconds.I thought i just moved the node in the graph but while this has the desired effect at first the more times the effect is used then the slower the game runs.Im testing this on an android phone.Im thinking that each effect is still running in the background which is slowing it down.
also is there a way to keep an emitter running say like we wanted to create a starfield effect or weather effects.I know we can go to about 99 secs but sometimes a longer time is required.
also is there a way to stop all the emitters say for instance i was transitioning from one screen to another and needed to turn off any emitter that was currently being used.
There is no slowdown when im running these effects in html5 or glfw but im thinking this is just because the computer is much faster
when you change the effects colour in html5 its much better than i expected and runs great on the other platforms so im well chuffed with that but alas i still cant get it working in flash.If you require my error log i will send it but if i remember correctly is was just a filename problem.Neither the demo or one i created will run.Other than the slowdown which is more than likely something im doing wrong this really is a fantastic addition to a great program.
December 29, 2013 at 12:17 pm #5086
peterigzKeymasterHi Dave,
The life attribute describes how long each particle will be alive for, but if the amount attribute is always set to spawn particles then it will just keep spawning them. I’m not sure the exact problem you’re having there though, do you keep creating the emitters in game? If the amount is set to keep on spawning particles then the effect won’t die and be cleared up by the particle manager.
An effect will keep on running as long as the emitter is spawning particles. So as long as the amount attribute is anything other then 0 on the final node (or only node if there is one) then the emitter will just keep going until you kill it in your program. So you only need to add it once to the particle manager, so this will work for a star field. I have a more complex example I can add to the module that uses a star field so I’ll add that soon.
There’s currently no way of stopping all effects that are running, but I can add that easy enough.
With regards to flash I need to check to see which characters are not allowed in flash. I’m sure I do replace spaces, but maybe there’s others. Do you use the Export option from the file menu to export the effects? That should export as a zip and rename any files that have spaces.
I think the demo might be out of date, I need to update that.
December 30, 2013 at 10:15 am #5087
daveParticipantok thanks im pretty sure ive resolved my main issue where it was slowing down in android.Your explanation was very helpfull.As far as flash goes the error below is what i get or its always something similiar.im thinking its the minus sign but thats just off the top of my head.I do use the export as well.so far ive tested in html5 glfw android and flash and everything seems ok except for flash.I will check in ios over the next few days but i cant see there being any major probs there,in fact i would imagine that some of the more complex effects will run better.
TRANS FAILED: Invalid character in flash filename: fxlib/star-bonus2.png.
December 31, 2013 at 1:37 pm #5096
peterigzKeymasterThanks, it must be the hyphens then, I thought Flash was ok with them! I’ll fix that in the next update.
Glad you resolved the other issue, there should still be plenty I can do to speed things up.
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