Author Topic: teamcolor particle effects?  (Read 4478 times)

Zoythrus

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Re: teamcolor particle effects?
« Reply #25 on: 23 March 2010, 03:35:37 »
that's cool. i tried giving the speed a negative number and the projectile went backwards!

Fluffy203

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Re: teamcolor particle effects?
« Reply #26 on: 23 March 2010, 03:37:55 »
yea its really fun to play with , but if you want it a certain way it takes awhile to get it just right

Zoythrus

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Re: teamcolor particle effects?
« Reply #27 on: 23 March 2010, 03:41:04 »
i dont see the point in using it though

Fluffy203

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Re: teamcolor particle effects?
« Reply #28 on: 23 March 2010, 03:46:18 »
In negative numbers , easy lets say soul drain or you suck the life from a unit bam , you have it come back to you , so set it negative , but make it get pulled down by gravity at the same time just time it right and bam you got a soul drain or suck life attack.
//set it to parabolic
//negative value
//get the arch just right
//make gravity do it's thing
//BAM AWESOME ATTACK that no one thought of =)

Zoythrus

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Re: teamcolor particle effects?
« Reply #29 on: 23 March 2010, 03:48:34 »
what exactly does gravity do? (ive messed with it, and i see no change)

Fluffy203

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Re: teamcolor particle effects?
« Reply #30 on: 23 March 2010, 03:51:04 »
gravity come on man lol like what holds you to the ground , it pulls whatever particle you are using towards the ground  :D

Zoythrus

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Re: teamcolor particle effects?
« Reply #31 on: 23 March 2010, 03:54:34 »
i dont see a change though

Fluffy203

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Re: teamcolor particle effects?
« Reply #32 on: 23 March 2010, 03:57:34 »
you should , that is weird that you don't cause you should lol

-Archmage-

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Re: teamcolor particle effects?
« Reply #33 on: 23 March 2010, 12:48:00 »
The gravity affects the tail of the particle, the particle head stays on track while the particle tail gets pulled down by gravity, I've tried it before. :P
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Zoythrus

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Re: teamcolor particle effects?
« Reply #34 on: 23 March 2010, 13:53:06 »
whats the point of that? can i have a good example?

tiger

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Re: teamcolor particle effects?
« Reply #35 on: 23 March 2010, 14:32:35 »
I love "quad" you can make anything look far better.

titi

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Re: teamcolor particle effects?
« Reply #36 on: 23 March 2010, 14:55:14 »
Some words about the current particles:

A single particle is spawned at a given position. Tt has a color, a direction and a speed and its start energy
With every step the particle looses one energy point, so it slowly turns from his energy color to the color wich is given in no energy.
Gravity is a a value, that is constantly rising the speed in y-direction with every step the particle lives. ( yspeed=yspeed-gravity )
In the end of particle lifetime it typically reaches an energy of 0 and disappears with the next step.
But if there are too many particles in this particle system ( high emission rate and high start energy effect this ).
The particles may dissapear earlier. A particle system is currently limited to an amount of 200 particles per particle system.
If there are 200 living particles and a new particle should be emissioned one of the existing particles with lower energy is simply removed and reused for the new particle. This is not really good but its the way it is. Maybe I add a switch for the maximum amount of particles one day,
but at the moment you have to use a second particle system if you want more then 200 living particles.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Fluffy203

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Re: teamcolor particle effects?
« Reply #37 on: 23 March 2010, 21:05:12 »
That is straight from the code , best explanation yet  :D

Zoythrus

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Re: teamcolor particle effects?
« Reply #38 on: 23 March 2010, 22:16:49 »
no, that works, thanks titi and fluffy, this can be locked now

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Re: teamcolor particle effects?
« Reply #39 on: 24 March 2010, 12:21:47 »
Well, by all means lock it, it's your topic. ::)
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