particle editor

For questions about using Classic.

Post » Mon Nov 07, 2011 7:29 pm

Hi,

by searching around particle effects in the internet I found an interesting editor and was wondering, if we could implement such an editor in construct.
First question is: Is it allowed to post a link to that engine or is it forbidden? Also uploaded only the particle editor from it. There is an open source version of it too.

Screen:


editor:
http://dl.dropbox.com/u/26932498/Particle%20Editor.rar

Thankszyblade2011-11-07 19:31:34
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Post » Tue Nov 08, 2011 4:56 am

I don't actually see anything there that isn't already in the default particle editor.

Perhaps you could be a little more specific with what you are meaning?
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Post » Tue Nov 08, 2011 9:54 am

I think he means the current options, but with realtime preview
also:
http://www.scirra.com/forum/particlestudio-realtime-particle-testing-tool_topic39475_page2.htmllucid2011-11-08 09:57:20
Spriter Dev
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Post » Tue Nov 08, 2011 5:11 pm

Yes, I mean in realtime.
A few things like tangential options are nice and you can make forms like this:



I'm not sure how to do that in construct.
But thanks for the link lucid.
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Post » Tue Nov 08, 2011 6:42 pm

This is how I would do it:



http://www.mediafire.com/file/y0eax2da89j45jn/tparticles.captulamide2011-11-08 20:36:52
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Post » Tue Nov 08, 2011 7:56 pm

Nice nice^^
Is it hard to implement radial/tangencial functions to the particle options?
Because I attached it to the mouse by replacing the coordinates with mouse x + y and it doesn't look very smooth.
Don't think I wouldn't cherish your help, it's great.
If you play a bit with the particle editor, you see what I meant hopefully.

edit: right now I test around with a few values. I come back if I get something good^^.zyblade2011-11-08 20:42:40
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Post » Tue Nov 08, 2011 8:44 pm

Well, the shape is realized by moving the particle object over time. When using the mouse coordinates, you are displaying parts of the shape at locations where they weren't meant to be. You would need to catch this, and only move to the mouse coordinates when the shape is completely drawn (which would be about half a second or so in this example). However, I don't think it will be implemented to the object itself, although it seems to be possible.
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Post » Tue Nov 08, 2011 9:27 pm

Well...I guess you're right.
Too bad^^
At least, I managed with tan('var') * xx to set the gravitation angle to a nice curve xD.
If someone, who is technically adept to implement such things, will decide to help me with that, just pm me.
(difficult sentence for me) zyblade2011-11-08 21:28:20
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Post » Wed Nov 09, 2011 12:37 am

Why not simply using sprites as particles for such shapes? You wouldn't need to develop your own particle object and still get the same results.
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Post » Wed Nov 09, 2011 8:56 am

That was exact my thought, and then I remember, someone said, sprites as particles would be cpu consuming? Or is it only, when I make them solid?

edit: ok, nevermind. I already experiment a little with math expressions Thanks for the hint^^zyblade2011-11-09 21:49:06
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