Can Construct 2 Implement Destroy on Size 0 into Particle ?

Discussion and feedback on Construct 2

Post » Thu Dec 18, 2014 9:07 am

Hello, I am not sure if this is the right place to put it, I apologize if it is not.

We have the following:
Destroy Modes:
1: Fade to Invisible: Fade to Invisible and then destroy.
2: Timeout Expired: Destroy after Timeout time reached without fading.
3: Particle stopped: Destroy particle when/if speed = Zero.

Can we add one more ?
4: Size 0 Destroy: Destroy when Particle size reaches Zero.
[This when working alongside Grow Rate with a negative value is used often in Visual Effects packages like AfterEffects].
I use this a lot in videos like this:
https://www.youtube.com/watch?v=5A4mLvH ... uriDD1OfX_

The Particle System in Construct 2 is robust as it is, but this final implementation will in my option, "complete" the particle system because this is very often use in actual video effect particle implementations :)

Nuke, AfterEffects, and HitFilms have it, so having this would allow many effects created in a certain traditional way to be ported to construct 2 :)
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Post » Thu Dec 18, 2014 9:35 am

I don't get what will you gain from this extra destroy mode. Unless you have a gazillion particles running around at 0 size and perhaps there will be some performance improvement, otherwise, visually there is no difference at all!

I would very much prefer to see an option for randomizing the timeout and the initial angle for each particle instead. Those options play a crucial part visually on the software you mentioned.
composer - multimedia artist
www.eli0s.com/en/
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Post » Thu Dec 18, 2014 1:26 pm

If it's simple to add I'll try get it in to the next build.
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Post » Thu Dec 18, 2014 5:56 pm

@Ashley As long as you're possibly updating particles, if i can piggyback on this request. It would be great to get some other changes implemented:

1) Randomize the initial particle opacity

2) Set initial particle angle and randomize the initial particle angle

3) Randomize the timeout per particle. So all the particles don't fade out at the same time. Looks especially bad if you use one-shot.

4) Timeout to destroy the particle emitter without destroying whatever particles are still on screen. Every particle emitter I make, I need to make the events: For each particle emitter, if number of particles = 0 -> destroy.

Thanks
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Post » Thu Dec 18, 2014 8:48 pm

1 and 3 would be particularly great. Would make 1 shots a lot more dynamic.
Don't lose your work. Backup your game with Dropbox.
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Post » Fri Dec 19, 2014 7:25 am

It is an honor to have your reply Ashley.
Yes, Destroy on Size zero will in my opinion, complete the particle system :)
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Post » Fri Dec 19, 2014 5:39 pm

@Toddler - I just checked the code and it already does this. Particles which shrink to 0 size are already destroyed, and one-shot particle effects destroy themselves when no particles are left. So just set a negative grow rate, destroy on timeout, and use a high timeout (e.g. 999) and it seems to work fine already.
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Post » Fri Dec 19, 2014 5:48 pm

@Ashley

Can you please add preview particles window like preview animation ? So that we don't need to preview the whole game to see the particles ?
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Post » Fri Dec 19, 2014 5:56 pm

No, the editor doesn't support that, hopefully something the next-generation editor could do.
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Post » Mon Dec 22, 2014 10:25 am

Ashley wrote:@Toddler - I just checked the code and it already does this. Particles which shrink to 0 size are already destroyed, and one-shot particle effects destroy themselves when no particles are left. So just set a negative grow rate, destroy on timeout, and use a high timeout (e.g. 999) and it seems to work fine already.


Oh THIS IS GREAT !
Thank you !
Note to self, set INCREDIBLY LONG timeout for the effects I usually do :)
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