[P]articleSky Blitz Max 2D Particle Module

Community Forums/Showcase/[P]articleSky Blitz Max 2D Particle Module

Suco-X(Posted 2005) [#1]
Hi
[P]articleSky is long time under development and now here is the first Release with German/Englisch BBDoc and without knowing bugs.

Screen:


Downloads:
German Version: http://www.sucox.art-fx.org/ParticleSkyFinal1.5German.zip
English Version: http://www.sucox.art-fx.org/ParticleSkyFinal1.5English.zip
Have fun guys.
Mfg Suco


GfK(Posted 2005) [#2]
Is there a particular reason why you've chosen to put square brackets around the first letter?

Ever heard of Gile[s] by any chance? :P


Erroneouss(Posted 2005) [#3]
Cool. Looks good...
And you're not the only one! All of my first 6 apps I made, back in the day, I did that '[]' in. :P


big10p(Posted 2005) [#4]
Yeah, what's the deal with square brackets in app names? I don't get it.


N(Posted 2005) [#5]
It's been hip ever since fredborg the magnificent did it.


big10p(Posted 2005) [#6]
I see, but I still don't get why Lord fredborg did it in the first place. :)


GfK(Posted 2005) [#7]
As I understand it, the 'GILE' part was an acronym - Global Illumination and Light... something or other. He stuck the [s] on the end so it was an actual word.


big10p(Posted 2005) [#8]
Oh, right. Personally, I would have just whacked the word 'System' on the end to complete the acronym. :)


Suco-X(Posted 2005) [#9]
Do you think itīs ok to spam in my thread with your stupid Discussion?
I thought itīs Blitz Showcase, not Off Topic.
Mfg Suco


GfK(Posted 2005) [#10]
Er, sorry.

Could you post an EXE version? I don't have Blitzmax installed.


N(Posted 2005) [#11]
Geez, touchy. Apprently he suffers from the same problem as me.


big10p(Posted 2005) [#12]
[s]orry.


Ross C(Posted 2005) [#13]
[s]ok


Picklesworth(Posted 2005) [#14]
shuddu[p]


Tibit(Posted 2005) [#15]
Good Work!

I didn't find any bugs but I have some ideas for you:

Instead of
Local X2 = CreateEmitter(100)
SetEmitterAlphaGradient(X2, 1.0, 0.2)
SetEmitterScaleGradient(X2, 0.5, 0.5, 15.0, 15.0)
SetEmitterRandomLifetime(X2, 5000,5000)
SetEmitterBlend(X2, LIGHTBLEND)
SetEmitterColorGradient(X2, 170, 100, 10, 255, 55, 0)

You could have:
CreateEmitter(100,"X1")'Name of Explosion
SetEmitterAlphaGradient( 1.0, 0.2)
SetEmitterScaleGradient( 0.5, 0.5, 15.0, 15.0)
SetEmitterRandomLifetime( 5000,5000)
SetEmitterBlend(LIGHTBLEND)
SetEmitterColorGradient(170, 100, 10, 255, 55, 0)

Where the last created is assumed to be the active Emitter. To activate an old you could add a command like UseEmitter("X1").

A Max Particle Count, could be useful. And when I use rects it seems like they only travel in a 90 degree cone, but that's probably me not knowing how to do it proper ;)


Suco-X(Posted 2005) [#16]
Hi Wave
Great idea, Thanks. I think i insert UseEmitterByName and UseEmitterByVar in ParticleSky. And after CreateEmitter is the last created Emitter the Global Emitter which the next Commands use.
Dou you mean Max Particle Count for the ParticleSky Engine or for each emitter or both?
Mfg Suco


Damien Sturdy(Posted 2005) [#17]
I pressed Alt and P, but nothing happened??? the [P] didnt even highlight... That a bug?



...Good work BTW. hehe.. sorry :)


Tibit(Posted 2005) [#18]
Particle count in total so you can stop spawing particles before it starts to lag, each emitter could have a maxCount of (MaxParticles/EmitterCount). Which would give the same total. I think it starts to lag when I get over 10000 particles. With 22000 I have a fps of 2-3. If the oldest particles would be killed one could go all out on effects and tweak them afterwards. (try to make fire with rects and you'll know)