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Pay for RPG effects
Miscellaneous Forums/General Discussion/Pay for RPG effects You need a particle system: http://www.blitzbasic.com/toolbox/toolbox.php?cat=15
EDIT:
Particle Candy is one of the most popular ones out there - but it isn't in that list.
http://www.x-pressive.com/ParticleCandy/
EDIT:
Particle Candy is one of the most popular ones out there - but it isn't in that list.
http://www.x-pressive.com/ParticleCandy/
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Mmm.
Not sure.
I put BlitzMax in a bag, inside a chest, inside a coffin, buried 100 feet below ground in an isolated part of moorland. Prior to that I shot it 30 times with a pump-action shotgun and I hope it doesn't zombify itself back to life and hunt me down.
Not sure.
I put BlitzMax in a bag, inside a chest, inside a coffin, buried 100 feet below ground in an isolated part of moorland. Prior to that I shot it 30 times with a pump-action shotgun and I hope it doesn't zombify itself back to life and hunt me down.
You need a particle system as puki suggests. Shouldn't be too hard to code one yourself. You don't really need TOO much maths for it... I honestly don't know if anyone has put one together for BMax. I don't use it.
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Hello.
I think Xylvan owns the rights to ANY falling snow effects. You'd better ask him.
Goodbye.
I think Xylvan owns the rights to ANY falling snow effects. You'd better ask him.
Goodbye.
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lol@soggy
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puki: I take it you dont like blitzmax?
There is Smash Particle system which has an editor.
Dreamora mentioned he wa reworking Particle Dreams while Filax announced Particle Ed 2. There was also a ParticleSky.
GA's Framework has a small particle system included.
Dreamora mentioned he wa reworking Particle Dreams while Filax announced Particle Ed 2. There was also a ParticleSky.
GA's Framework has a small particle system included.
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If you check out the demo's for particle candy, you'll see a particle system is exactly what you need :o) It has snow falling in what ever areas you want. Line emitters, area emitters, ring emitter, swirling effects... etc etc. If anyone codes
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It won't be it will give you an idea of what particle systems can do. And sorry for not finishing that lost post. My boss walked into the office :o) Had to hit post.
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Are you wanting someone to code for you or create graphics for you or both? Some of those fx would be easier to do in a 3D enviroment using meshes, models, etc. While Blitzmax 2D rendering is ok, it's not a speed demon due to no internal batching. So while you could do alot of those fx using sprites, etc, you will get a performance hit.
I hate to say it, because I love BMax, but if you truly require those fx it may be a better/easier long term solution to work in a 2d/3d hybrid system like Blitz3D along with Particle/Sprite Candy.
I hate to say it, because I love BMax, but if you truly require those fx it may be a better/easier long term solution to work in a 2d/3d hybrid system like Blitz3D along with Particle/Sprite Candy.
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Particle effects aren't very hard to code and don't really need much maths unless you are doing something unusual. However, they take quite a bit of fiddling to get looking right in my experience. My framework has a particle engine that I've used for my games, but no editor. I'm looking forward to the finished version of Jake L's Splash when it can do anim strip exports in PNG (although I'll only make small ones as anim strips are *very* VRAM hungry...
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Probably lightening is best not done with particle effects but a few different pre-rendered lighting strikes that you can flash up overlapping at slightly random scales and positions.
Probably most people are busy...or haven't read this yet.
Probably most people are busy...or haven't read this yet.
I suspect you're looking at 2D RPG Top-down (Zelda) type view.
Altitudems had a great 2D system with a rain effect but the link no longer works. I always hoped an 'engine' would be release as there was also some nice looking lighting.
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Some Lightning code has been released before but I can't find it now.
This has some suggestions and a 'flash' (no strike) is discussed here .
I would use an image with lightblend and scale it or a short algo with decreasing drawrects where the end-point of one is the start-point of another.
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Hailstorms, rain, snow, meteor storms are all variations of the same particle effect but with different images and image mass.
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For underwater you can check Caustics but I haven't seen an effective full-screen 'wobble' as yet.
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Clouds/fog/gloom I would use a cloud layer with alphablend.
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Full screen blur will be tricky but this might help with a small number of images.
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Fire effect is particles again with different emitter shapes.
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Fullscreen 'colourise' is a screensized rect with setcolor and alphablend (isn't it?).
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Tornado/Whirlwind I'd probably use an animimage and rotate it about the point of contact with the ground.
An array with waypoints then atan2 and 'homing missile' code (there are lots in the Code Archives) to move from one point to another.
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I guess the professionals are busy making games to make money while the hobbyists can't commit the time.
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Altitudems had a great 2D system with a rain effect but the link no longer works. I always hoped an 'engine' would be release as there was also some nice looking lighting.
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Some Lightning code has been released before but I can't find it now.
This has some suggestions and a 'flash' (no strike) is discussed here .
I would use an image with lightblend and scale it or a short algo with decreasing drawrects where the end-point of one is the start-point of another.
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Hailstorms, rain, snow, meteor storms are all variations of the same particle effect but with different images and image mass.
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For underwater you can check Caustics but I haven't seen an effective full-screen 'wobble' as yet.
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Clouds/fog/gloom I would use a cloud layer with alphablend.
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Full screen blur will be tricky but this might help with a small number of images.
.
Fire effect is particles again with different emitter shapes.
.
Fullscreen 'colourise' is a screensized rect with setcolor and alphablend (isn't it?).
.
Tornado/Whirlwind I'd probably use an animimage and rotate it about the point of contact with the ground.
An array with waypoints then atan2 and 'homing missile' code (there are lots in the Code Archives) to move from one point to another.
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I guess the professionals are busy making games to make money while the hobbyists can't commit the time.
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Hey! Thanks, youve porbably put a lot of time in this. It is very helpfull. Thank you.
About the response question: ah... yes, that may explain it. I thoughd there maybe something wrong with my post.
About the response question: ah... yes, that may explain it. I thoughd there maybe something wrong with my post.
I am still here and my engine/framework is still in the works, it's just that my development time has been minimal because of other priorities. There will be a public release at some point.