Particle Effects - Suggestion

Discussion and feedback on Construct 2

Post » Wed Feb 08, 2012 4:46 pm

Great work on the particles, they make things a lot easier.
As a little addition i would like to suggest to add rotation to the particles with the additional fields:
initial rotation
initial rotation random
rotation per second
rotation per second random

not affecting the trajectory of the particles, just to make them spin. This would add some more randomization for things like water spray, smoke etc.
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Post » Wed Feb 08, 2012 5:09 pm

The Classic particles object supported this, but rotation can significantly slow down the particle effect, which is more of an issue in a Javascript/HTML5 powered particle effect. I could add it, but the majority of people who don't read up on performance details will probably just enable it and wonder why their framerate dips, so I would prefer not to add it...
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Post » Wed Feb 08, 2012 6:57 pm

Maybe if you do add it, a pop-up balloon could appear, explaining that?
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Post » Wed Feb 08, 2012 8:18 pm

Hmm, pop-ups are annoying. I would rather put a comment in the parameters description explaining the performance hit.

I must say that I also miss the ability to use multiple frames and animations. Being able to spawn particles with random frames helps add variation as well as animated particles.

In 'Can't Turn It Off' I used a single object with multiple animations to make all the particles. It would be handy if the Particle plugin allowed the same.
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Post » Fri Feb 10, 2012 4:33 pm

I would like to suggest

Initial particles properties:
- Fade In Time
- Random Fade In Time
- Random Opacity

Particle lifetime properties
- Random Timeout (for fade to invisible)

And I've noticed that using "Destroy mode: Fade to invisible" with black particle images, they starts to look grey when fading is almost complete. Can someone reproduce that?
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Post » Fri Feb 10, 2012 5:18 pm

To be honest there are a million options we could add to the particles object. And if we added them all it would be unusable. I prefer to keep it simple and also high performance.

If you need really custom effects I think it would be best to do what you would have done before the particles object was added - spawn sprites with the bullet movement.
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Post » Fri Feb 10, 2012 6:21 pm

Is it reasonable to plan particle collision with a collision-polygon of a wall-sprite? Would it be resource-hungry?

mercy2012-02-10 18:28:15
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Post » Fri Feb 10, 2012 6:23 pm

You should use sprites for that too. Adding collision detection to the Particles object would be extremely CPU intensive.
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Post » Fri Feb 10, 2012 6:28 pm

Okay. Thanks.

It would be nice if we could create a particle effect-editor:
Set all available parameters "ingame" then start emitting again with the new settings. This way effects could be made much faster
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Post » Fri Feb 10, 2012 7:24 pm

@mercy: nothing prevents you to make that editor as a capx, export it and open it locally in your browser when needed.Kyatric2012-02-10 19:25:14
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Please attach a capx to any help request or bug report !
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