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Particle Effects - Contest #4

by Geoff Beckstrom · 02/17/2012 (2:04 pm) · 23 comments

I asked Suckerfree games' cat about her thoughts on next weeks contest and luckily Maribel isn't in charge!

We have had great success in our first three weeks of contests and appreciate the humor, creativity, and efforts of everyone who has submitted official entries and to those who have provided their own work even if they were late to the contest or submitting old work just to help support the efforts! You guys are awesome.

This week's theme is Particle Effects. You will be judged on both the programming aspect of the effect as well as the artistic delivery and look of the effect. You can submit either a 2D or a 3D effect, or one of each.

The winner will receive $159 in first party store credit. But there is a twist. We want to encourage some collaboration. So any programmer who joins up with an artist (or vice verse) for the winning entry BOTH will receive a separate $159 first party store credit prize. This could be a great way for programmers to reach out and make some artist contacts or for some of you artists out there to get some publicity for your work!

Entries must be presented as a comment to this blog no later than 11:59 AM PST February 24th and we will determine a winner by the end of Community Power Hour.

Game On!
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#21
02/24/2012 (2:27 pm)
Congrats AF! Cool stuff!
#22
02/24/2012 (7:08 pm)
Thanks guys.

Fraps seemed to make the particles on the players hands laggy, so they do look a bit better than that video shows.


The particle editor doesn't have any options for animated particles so you need to do that through the script files.
Maybe T3D 1.21 could fix this?

If anyone is interested in getting animated particles working these are the extra lines that you need to put in your particle dataBlock:

animTexName = "art/shapes/particles/fireExplosion.png";
animateTexture = true;
framesPerSec = 32;
animTexTiling = "8 8";
animTexFrames = "0-63";


The animTexName should already be saved in there from the particle editor, jut add it if it isn't.

animateTexture = true obviously tells it you would like to animate this particle.

framesPerSec is what the name suggests, I used 32 on this one because I had a total of 64 frames and I made the particle last for 2000 ms so all frames would be used exactly.

animTexTiling = "8 8" this lets the particle know how many frames are in the fireExplosion.png file, and that they are spaced with 8 columns and 8 rows for a total of 64 frames.

animTexFrames = "0 - 63" tells the particle to use all of my 64 frames, the first frame is numbered 0.

The hard part from my point of view is actually finding someone to make the animated particle texture file.
#23
02/26/2012 (6:35 pm)
Congrats AF, and thanks for the mini-resource! Very handy! :D
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