[quote="newt":2gzhatwd]1) C2 Construct 2
4) Sprite animation (Load frames)
5) Sprite [u:2gzhatwd]animation[/u:2gzhatwd] (As in how do you do that with?)
6) Vertex Object... and several new behaviors.
7) Yeah pay to play, see 4)
Zip's and appath& is your friend, probably have to see some big projects before thats done.[/quote:2gzhatwd]
4 ) Not an option. Think of a background animation, or intro movie of any substance. A few meg in size for a video including it's audio, but hundreds of meg in single frames if done as a sprite. Trust me on this (blah always said I'd never say "trust me on this" on the internet! lol) but I did do a test in one of those 3D background threads, showing how to get any kind of 3D into the background for those bullet hell games, if the player could be placed behind the action and lose the controls. I think you even replied to a request about it saying it's been asked before, plus the avi loader uses a method which can't be placed behind anything, or something like that. So using a sprite that way isn't an option, but some kind of controless positionable loader would be. Hence the bink suggestion, it'll play on anyones machine regardless what codecs they have setup. I'm sure there's an open source version of a bink video type thing that could be used freely.
5 ) Noo, the bounding polygon mode, like bounding box only you can pick the shape, and without using per pixel (which in some cases works TOO well, lol).
8 ) Well it should probably be removed then if it's not going to be fixed for v1, a broken feature doesn't look good.
[quote="kaos":2gzhatwd][quote="Aeal5566":2gzhatwd]What do you mean being emitter only?[/quote:2gzhatwd]
It'd be wicked for weather effects where you have particle rain, and simulated wind to blow it (and other particles, such as smoke) at the same time.[/quote:2gzhatwd]
That's what I had in mind (was playing around making all kinds of snowy effects hehe), it would greatly increase what they're capable of, with little to no impact on using them. I wonder too what would happen if you could use a force controlled by a sine wave of so on too, all within the realms of possibility. I'm normally not a fan of particles in general and prefer to fake them, but I can see something like this having tons of use.
I'm thinking perhaps the following, each one with options for circle of influence, strength, family etc. and so on
Force - basically this would be the usual gravity force, turn off it's circle of influence so it effects every particle in a layout, set it to X pixels a second in the direction it's facing and you've got general gravity. Make another with a circle of influence, a much higher pull and you've got an attractor (line em up, you've got a way to control the path of the particles), or a negative force and a way to push particles away (forcefield anyone?)
Wind - This could have the usual wind effects, turbulence (mixes up speed and direction as the particle passes through it), vortex (spins them around it's center), directional (similar to force but with optional added turbulence). Events could be used to control gusts of wind and so on.
Kill - Just a simple one where any particle entering it's influence would be killed. Could have both a box and circle of influence options. Use something like this to fake water droplets hitting the ground, perhaps with events a way to respawn a short lived emitter on the death of each particle, for a little splash effect, or secondary explosion.