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Muz



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29th May, 2008 at 21:11:50 -

I was just wondering.. how do you do some of the cute particle effects like in My First: Skydiving Academy or Knytt stories? I can't really seem to find a button for it. There's even that special effects extension which put an Effects folder in my MMF folder, but I can't seem to activate that. Any buttons I'm missing?

 
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29th May, 2008 at 21:28:51 -

Er..what? o_O Are they not just custom particle effects?

 
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29th May, 2008 at 21:53:56 -

Never dl'd that game... but usually particle effects are custom... I had a good one from Chansey awhile back... had something to do with always subtracting Value A from XPos and Value B from YPos, and then setting the values to a certain thing that had to do with random numbers... I'll try to find it tomorrow, it was a good one. I've used it countless times.

 

  		
  		

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29th May, 2008 at 22:24:25 -

Special effects are cool but they eat up a lot of memory.

And when you're making those wicked particle effects keep in mind theres an object limit.

 

Muz



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29th May, 2008 at 23:05:20 -

My particle effects don't end up looking that nice I can handle movements and such very well, but I can't get the lighting or fading or whatever they're using to look as nice.

 
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30th May, 2008 at 00:35:26 -

Isn't there some blitter object for effects? I used it in Jet Ball but never tried it elsewhere. I think that overcame the object limit somehow.

Actives that run off your physics engine are the best things. Or even just bouncing balls or pinball movement effects. A big glowing Add light that shrinks or turns black (which is trans with Add). Meh there's loads of ways of doing it.

 
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30th May, 2008 at 01:41:18 -

Take advantage of alpha channels in MMF2. They are really useful.

 
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30th May, 2008 at 04:05:31 -

Hmmm.. alpha channels are a great idea! Do they use more processing power?

I remember this game called The Line. That was quite a good game, the best special effects of its time. The guy who made it said that it mostly used the bullet extension, which I never figured how to use

 
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30th May, 2008 at 04:38:19 -

^ That's the same extension I used. Doesn't it come with a tutorial or example file?

 
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Muz



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30th May, 2008 at 04:48:24 -


Originally Posted by Dr. James
^ That's the same extension I used. Doesn't it come with a tutorial or example file?


I couldn't really make any good use of it, but a lot of people seem to be doing great with it. I know a guy who made some nice bullet shooting effects and sparks when combined with an instant hit code. Hmm.. I never checked to see if there was a MMF2 version of it.

 
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30th May, 2008 at 04:55:23 -

Particle effects are pretty easy really... Fading in and out is just alterable value work.

I agree with James, little bouncing bits are awesome!

 
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30th May, 2008 at 08:23:18 -

I usually don't have trouble with active object limits even in tgf, as long as you deactivate the particle effect when (if) it's offscreen, and the MMF2 line of products ups the limit by a couple thousand I believe. Maybe it's because of the method I use, but I never have trouble with memory issues either. (and my computer is an old 366Mhz 128MB RAM-er)

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AndyUK

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30th May, 2008 at 10:51:35 -

MMF2's object limit is 20,000 lol

 
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30th May, 2008 at 11:05:01 -

I managed to go over MMF2's object limit with particle effetcs.

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30th May, 2008 at 11:06:50 -


Originally Posted by OldManClayton
I usually don't have trouble with active object limits even in tgf, as long as you deactivate the particle effect when (if) it's offscreen, and the MMF2 line of products ups the limit by a couple thousand I believe. Maybe it's because of the method I use, but I never have trouble with memory issues either. (and my computer is an old 366Mhz 128MB RAM-er)

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Deactivating effects and groups are pretty mega important if your game uses a lot of them. I've managed to bring the RAM usage of my project to 26mb. Worked for months to knock a good 8mb off that.
Another good thing to do is, if the particles are necessary, have them exist and work out of sight but remove extra coding that controls animation, transparency but still with motion.

HWA does help take the edge off resources too if you're prepared to go down that route.

 
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