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Post » Wed May 20, 2009 6:41 pm

meh
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Post » Wed May 20, 2009 7:35 pm

Your image isn't working :(





vvv Oh there is it. Looks good :) vvv
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Post » Wed May 20, 2009 7:37 pm

is now
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Post » Thu May 21, 2009 10:21 pm

well.. This is what my ghost shooter tutorial turned in to :shock:

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Post » Tue May 26, 2009 3:47 am

Started this a little while ago:



In the same vein as Platform Tool, it's something where you can mess with settings at runtime to see changes right away.
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Post » Tue May 26, 2009 5:45 am

Sweet stuff, Mr. Eye!
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Post » Tue May 26, 2009 9:00 am

So I just finished up the opacity slider (it only takes three events :)) and I just discovered something... particles can't change opacity! Weird that I never noticed that before.

So, uh... yeah.


I just made it control the layer opacity instead.
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Post » Tue May 26, 2009 9:16 am

They can in the next build ;).
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Post » Tue May 26, 2009 9:22 am

Is the background color togglable? Wouldn't see much of black particles on black background :P
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Post » Tue May 26, 2009 9:39 am

[quote="Rich":3kuwxh2q]They can in the next build ;).[/quote:3kuwxh2q]

Awesome. I suppose I'll wait to release until after the next build :)

[quote="Mipey":3kuwxh2q]Is the background color togglable? Wouldn't see much of black particles on black background :P[/quote:3kuwxh2q]

Yes, the background (and the grid, separately) will have RGBA sliders as well, so you can test your particles on different kinds of backgrounds. And it'll be an open-source .cap anyway so you could always just load an image in there if you want.

It's not going to have every feature available for particle settings, obviously, because there are a bunch of things you can't change at runtime. For instance, the texture. There will only be a handful of common textures to choose from (gradient ball, flame, sparkle, star, maybe a few others). You also won't be able to test any other effects like Overlay or whatever unless you change the .cap itself. But it's mainly for changing the rate, size, cone and such anyway.
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