How do I Create a fire effect

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Post » Sat Aug 26, 2017 8:51 pm

Hi guys I recently saw a picture of a fire example using particles how would i be able to create a nice effect just like this

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I have been playing around and I just get a fire that looks like a load of orange dust pease help :( .
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Post » Sun Aug 27, 2017 9:22 pm

I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.
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Post » Sun Aug 27, 2017 10:54 pm

Niespor wrote:I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.


This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?
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Post » Mon Aug 28, 2017 5:38 am

YoHoho wrote:
Niespor wrote:I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.


This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?

The more GFX assets your project has the bigger the overall download and more VRAM being taken.
The more shaders/effects you use and the more objects you have on screen - the more CPU taxing the game becomes because Draw Calls requires more horse power. And high CPU usage = low FPS. Plus, if we are talking mobiles, most shaders doesn't work on them at all, on older devices.

As of Behaviors and plugins that's a totally different case and should never impact your CPU/GPU if they are done right. Well, with an exception of hardcore physics plugin usage :lol:
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Post » Mon Aug 28, 2017 7:10 am

@Niespor I just get an effect that looks like dust im trying to make a pixel kind of flame like the one in the image have any ideas?
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Post » Mon Aug 28, 2017 7:19 am

LaurenceBedford wrote:@Niespor I just get an effect that looks like dust im trying to make a pixel kind of flame like the one in the image have any ideas?

You need to be more specific :)
Do you need a wall of fire?
How wide you want it to be?
Do you want it seamless or not?
Do you want it to be pixalated like the given example or more realistic?
What colors?
Would you like the animation to be loopable or with start and end?
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Post » Mon Aug 28, 2017 7:31 am

@NiesporI would like it pixelated like the given example orange and different yellows like in the picture it will be loopable
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Post » Mon Aug 28, 2017 10:37 pm

Niespor wrote:
YoHoho wrote:
Niespor wrote:I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.


This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?

The more GFX assets your project has the bigger the overall download and more VRAM being taken.
The more shaders/effects you use and the more objects you have on screen - the more CPU taxing the game becomes because Draw Calls requires more horse power. And high CPU usage = low FPS. Plus, if we are talking mobiles, most shaders doesn't work on them at all, on older devices.

As of Behaviors and plugins that's a totally different case and should never impact your CPU/GPU if they are done right. Well, with an exception of hardcore physics plugin usage :lol:


OK. So let's try an example like 'dust' - the player LANDS on a platform and 'dust' kicks up from the player LANDING on the platform. Which would be more efficient for Construct 2 to have: the use of 'particles'/sprites with physics OR having the player sprite with a 'dust' landing animation?
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