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Arcane-FX: spellcasting effects for TGE (Update)
Arcane-FX: spellcasting effects for TGE (Update)
| Name: | Jeff Faust | ![]() |
|---|---|---|
| Date Posted: | Feb 20, 2006 | |
| Rating: | 5.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff Faust |
Blog post
Here's a progress report on the Arcane-FX project...
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
In spite of the fact that this blog has been silent for a bit, we've been making steady progress on the Arcane-FX software. Unfortunately, much of what's been going on has been the kind of stuff that, while important, doesn't make for great screenshots and movies. One of the main reasons I've been quiet for so long.

For those of you interested in details, here's list of some of the goals that have been completed, many of them mundane:
- Greatly reduced and consolidated the customizations to existing TGE code.
- Made all customizations backwards compatible with stock TGE. This means that all the mods that come with TGE, (starter.fps, starter.racing, demo, etc.), still run after AFX customizations are added.
- Migrated the code to TGE 1.4 while still maintaining support for TGE 1.3.
- Migrated the code to TGE 1.4 on Mac OSX.
- Implemented Zodiac textures on interiors.
- Began writing documentation.
- Worked with a couple of early users.
- Hired a sound designer to create sfx for all the example spells.
- Fixed a slew of problems, especially multiplayer related bugs.
Ok, now that that's out of the way, on to some more interesting news.

Official Website
The official Arcane-FX website at arcane-fx.com is now open. Highlights include, a whole bunch of new screenshots, a new movie featuring sound effects from sound designer, Dave Schroeder, a development blog, forums, and some early drafts of the documentation. From here on out, the Arcane-FX website will be the best source for information on development progress. With this website, I'm doing something I haven't tried before, and that is building a community. Hopefully some of you will participate and add your voice to the discussions, and help shape Arcane-FX before and after release.
New Example Spells
Matthew Durante has added a couple of new spells to the collection, Astral Passport, and Insectoplasm. I think that brings the main set of example spells up to 10. Astral Passport is a teleportation spell with effects for both arrival to and departure from a scene. Insectoplasm, which is still being developed, features an unusual projectile in the form of a giant flaming centipede-like insect. This monster bug soars aloft like a long segmented kite and then dives from above onto the intended target. This plan features screenshots from both Astral Passport and Insectoplasm.

Game Developers Conference
I will be attending this year's GDC in March. Perhaps I'll see some of you there. I expect to be spending some time demo-ing Arcane-FX in the GarageGames booth, so look for me there.
Status
If I had to put a name to it, I'd say Arcane-FX is now entering the Alpha phase of development. We're adding some new pre-release users, and for the remainder of the project, most code changes and final readiness will be determined by how well the code does with the early users. Keep watching arcane-fx.com and this blog for any firm announcements regarding release dates, cost, etc.

For more, visit arcane-FX.com.
Recent Blog Posts
| List: | 06/30/08 - AFX 1.1.2 for TGEA 1.7.1 (Limited) Open Beta 2 04/17/08 - AFX 1.1.2 for TGEA 1.7.0 Open Beta 12/13/07 - Preview Pics from AFX for TGEA 07/04/07 - AFX and Bottle Rocket Science 12/18/06 - AFX: Off to a Great Start 10/23/06 - AFX Presents: A Little Night Magic... 07/28/06 - AFX Selectrons and Other Goodies 02/20/06 - Arcane-FX: spellcasting effects for TGE (Update) |
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Submit your own resources!| Chris \"C2\" Byars (Feb 20, 2006 at 19:13 GMT) |
Edited on Feb 20, 2006 19:16 GMT
| Eric Elwell (Feb 20, 2006 at 19:20 GMT) |
| Billy L (Feb 20, 2006 at 19:26 GMT) |
Amazing stuff guys !
| Jeremy Alessi (Feb 20, 2006 at 19:29 GMT) |
| James "Nycto" Frasca (Feb 20, 2006 at 19:53 GMT) |
| Treb Connell(formerlyMasterTreb) (Feb 20, 2006 at 20:18 GMT) |
| Timothy Aste (Feb 20, 2006 at 20:57 GMT) |
| Joe Rossi (Feb 20, 2006 at 21:08 GMT) |
Edited on Feb 20, 2006 21:12 GMT
| Canon (Feb 20, 2006 at 21:14 GMT) |
Christophe
www.frogames.com
| Johnny Hill (Feb 20, 2006 at 21:19 GMT) |
| Pat Wilson (Feb 20, 2006 at 22:08 GMT) |
| Clint S. Brewer (Feb 20, 2006 at 23:07 GMT) Resource Rating: 5 |
I can't say enough how great this is. It's set up so nice and easy to use. It'll be well worth the money when it's done. like was said before the system will be usable for many types of effects other than spells.
to give you an idea, One that comes to mind right now is a bow and arrow mellee system
start the bow attack animation,
the hand goes back to the quiver,
spawn and attach an arrow model onto the hand bone.
The hand goes and strings the arrow
pulls back
make the arrow disappear
fire an arrow projectile
When the arrow hits the object you are shooting at you could even run another effect and have an arrow appear stuck on the player you shot!
it lets you do the sort of things you've been wanting to do in torque for a long time but had so much trouble doing. The syntax and ease of attaching particle systems and lights to any bone on your characters skeleton is simply wonderful.
| Tom Perry (Feb 20, 2006 at 23:37 GMT) |
| Chris \"C2\" Byars (Feb 21, 2006 at 00:22 GMT) |
| Jeff Faust (Feb 21, 2006 at 02:26 GMT) |
It's not likely that AFX will support TSE right away, at least not in a way that uses any advanced TSE features. Once we get the TGE version released, I expect that making a TSE version will be a high priority.
Edited on Feb 21, 2006 02:27 GMT
| fireVein (Feb 21, 2006 at 02:27 GMT) |
A question, though, in the second image how did you get that fog-ish effect in the corners of the interior? Looks almost like some kind of volumetric fog. Definitely a cool effect.
-Jase
| Jeff Faust (Feb 21, 2006 at 02:35 GMT) |
| Matthew Durante (Feb 21, 2006 at 02:57 GMT) |
- Matthew Durante
| James "Nycto" Frasca (Feb 21, 2006 at 04:01 GMT) |
Quote:
I think it already is in MOM or at least a bit of it.
MoM has only implemented a few effects. I am eager to see the entire library utilized.
| Brian Jansen (Feb 21, 2006 at 12:51 GMT) |
| Anders Linder-Noren (Feb 21, 2006 at 19:40 GMT) |
| bank (Feb 21, 2006 at 19:44 GMT) |
Good luck.
| Josiah Wang (Feb 21, 2006 at 21:35 GMT) |
| Todd Pickens (May 04, 2006 at 17:03 GMT) |
| Jacque Perin (Jul 06, 2007 at 14:07 GMT) |
| Cohen Mcdonough (Feb 06, 2008 at 15:59 GMT) |
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