imported_peterigz
Forum Replies Created
-
AuthorPosts
-
imported_peterigzParticipantHi glad you like the software π
For the effects that spawn a lot of particles in one frame, these effects are using an area, ellipse or line effect, and the number shown under emission settings on the effects tab dictates exactly how many are spawned. So you could have a particle set up to be single and one shot, but if the effect is an ellipse with 200 set to spawn, then it will spawn 200 one shot particles and that will be that.
Generally speaking the main killer of performance is fill rate. So if you have a lot of large particles moving about then the graphics card is going to struggle to draw them all. Are you using blitzmax? You’re generally at the mercy of how Blitzmax renders things if so, which is generally ok but doesn’t take advantage of some advanced things available in opengl/directx.
I’m not aware of any 3rd party tutorials, only the ones I’ve done here, but if there’s something specific you’re trying to achieve I can try and help out here π
imported_peterigzParticipantHi Solo, I may get some time to have a go at these types of effects over the next week, will post here what I come up with.
imported_peterigzParticipantHi, will take a look at this today. It looks like global zoom only works from the root effect and doesn’t filter down to the sub effects. This is either a bug or it’s that way for a reason, but I need to take a look at the code and see what’s what. π
imported_peterigzParticipantSorry for delay missed this thread! I’ve attached something that you might be looking for. I took the coins falling from the bonus bursts effects library and adapted it. I used an ellipse like you say, area might work also.
imported_peterigzParticipantHi, to make a sprite sheet, select an effect, then either right click or go to the edit menu and select Animatation Properties. That brings up the dialogue where you can edit various things about the animation before clicking the record button the export. There’s a video on youtube that covers some of the basics here: http://www.youtube.com/watch?v=I0qEip5D-XA
imported_peterigzParticipantActually the saving on Mac doesn’t sound good, which MacOS version are you on?
August 7, 2012 at 6:17 pm in reply to: Do you plan to have an plist that support Cocos2D for IOS 5? #3968
imported_peterigzParticipantNo plans for cocos2d as yet. That MacOS export was referring to PVR files which are specifically for iPhones, they are better optimised for iPhones then pngs.
I do have future plans for TimelineFX, currently making a module for the monkey multi-platform language then I want to work on the editor and a new web site π
imported_peterigzParticipantThanks Filax, currently working on a Monkey version of TimelineFX module at the moment (albeit a bit slowly!) but will look to add new features into the editor after that.
Did you know you can double click in the preview area to play/restart an effect?
imported_peterigzParticipantHi, it looks like a nice high end graphics card, but my first impression is whether there’s some issue with windows xp and the drivers for that card, as xp is getting on a bit. I’ve fixed a few bugs like that a while back but that was for crappy old intel on board graphics! Obviously checking the drivers are up to date is the obvious thing, but perhaps try experimenting with xp display options like resolution.
I report back with more stuff later π
imported_peterigzParticipantThanks filax! Glad you’ve been getting on well with the software π
imported_peterigzParticipantThere’s no way at present but I’ll add it to the list π
imported_peterigzParticipantThey look great, thanks for sharing! π
imported_peterigzParticipantsorry for the delay in replying to this post. Not sure how long it will take depends on how many issues I run into, had a little set back because I went down with tonsillitis too so haven’t done much the last couple of weeks, but onwards and upwards! π
imported_peterigzParticipantGood to hear it’s working ok now, I guess the drivers had got the memory clunked up or something, Windows XP can be a bit funky like that sometimes π
imported_peterigzParticipantHi, good to hear you’re getting on with the sofware π
a reference can be found here, and down the bottom are the descriptions of effect and particle attributes:
http://www.rigzsoft.co.uk/index.php?option=com_content&view=category&id=7&Itemid=10Let me know if you need any more detailed explanations for any attribute. And yes direction is the direction of travel when the particle has velocity.
-
AuthorPosts