peterigz
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peterigzKeymasterI’m in the process of learning c/c++ so at some point in the future (no eta as yet!) I hope to have an official library which I’ll then look to plugin into as many game engines as I can.
peterigzKeymasterNo problem, check out the tutorial as well 🙂
peterigzKeymasterI wish I knew c++ better, but I will be looking into making TimelineFX available in other game engines so I’ll probably take a closer look at this library as c++ is so universal.
peterigzKeymasterOops, yes well spotted I just forgot to update the install script with the right version number, it will still be the right numbers when it’s installed. I’ll upload a new installer.
It should include the fix for the angle bug, let me know if its working as expected.
peterigzKeymasterI’ve just been playing around with some muzzle flashes, and here’s what I’ve got to start with: Muzzle Flashes.
I was just testing a few ways you could do it, but there’s still plenty of of room to expand and put in more ideas. I’ll keep adding to it then add it to the libraries.
peterigzKeymasterI’ll give some muzzle flashes a go. I need to create something new to test a feature in the editor before releasing 🙂
peterigzKeymasterHi, Timelinefx doesn’t have this feature as it’s not really aimed at video editing, it’s aimed at effects for use in computer games.
February 3, 2015 at 6:17 pm in reply to: Angle Settings -> Relative sets angle at double the Emission Angle? #5335
peterigzKeymasterI believe I have found the error in the code so a proper fix will be in the next update which is coming very soon. Thanks for pointing it out!
February 3, 2015 at 5:35 pm in reply to: Angle Settings -> Relative sets angle at double the Emission Angle? #5333
peterigzKeymasterIt does seem to be adding the angles up wrong when the relative angle is checked. However I think to get what you’re after you just need to leave the effect angle at 0 and change the emission angle to 90. Meanwhile I will take a look at how it’s calculating those angles as there’s something not right there!
February 2, 2015 at 11:44 am in reply to: Angle Settings -> Relative sets angle at double the Emission Angle? #5331
peterigzKeymasterHi, just to let you know I have seen this and will take a closer look later today. I’ve been away and just catching up 🙂
January 27, 2015 at 10:46 am in reply to: This guys is selling TimelineFX presets as sprite sheets #5326
peterigzKeymasterHi, thanks for letting me know 🙂
There’s actually nothing in the license that says you can’t do this, all the pre sets are royalty free and you can do what you want. It does give me the idea though that I should make a pack of all the free effects and put them on the envato market place (and others) and promote TimelineFX at the same time. I like to keep the license quite open and uncomplicated.
Maybe this person is quite lazy to just put them up like that but then I am too for not doing the same and advertising TimelineFX more at the same time! 🙂
This year I will be pushing TimelineFX more (I’m now freelance so hoping I can allocate more time), and bringing more new effects and the long-in-the-making Particle shapes section of this site 🙂
peterigzKeymasterHi, sorry there’s currently no library available for iOS direct integration. Right now my plans (time permitting) are to update the editor with some new features and to make available for particle shapes and effects libraries.
peterigzKeymasterHi, there are currently no plans to support Gamemaker, sorry. My next focus will be to make some improvements to the editor and produce particle shapes separately. I may look at integrating with other game engines at a later date though.
peterigzKeymasterHi, “uniform” is whether or not the particle size is square, so the width will always equal the height. If you right click on the particle attribute list you can select “Toggle Aspect”, meaning you can disble and enable maintaining the aspect ratio of the particle. Once toggled off, width and height attributes appear in the list.
I must apologise here for the naming convention of these variables as they’re not great! the base_size_x/y refers to the width and height attribute, scale_x/y_overtime is the width and height overtime attributes, you also have size_x/y_variation for the width and height variation attributes.
The sizex and sizey variables are the global particle width and height attributes for the effect – again you have to toggle off the aspect, otherwise it will just say global particle size.
If uniform is true it will always use the ‘x’ variable to set both width and height.
Hope that helps!
peterigzKeymasterHi, are you referring to the Blitzmax documentation? That may be a little out of date I will check.
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