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Eclipse Effect System (Particles)


tslusny
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So hello i am deathbeam and i finnaly finished mine particle system. I gaved it alias "Effect system". With effects, you can make really nice animations only with few textures. Particle textures are loaded differently to memory. Other textures are loaded when needed, but particles are loaded at start. Thx to Spodi for his base particle engine.

**Downloads:**

[**Download from Mediafire**](http://www.mediafire.com/?78j9m6yajwq5ria)

**Features:**

* Option in Item Editor too choose what particle it will cast
* Setting life time of particles
* Options for various particle edits like type, color values, alpha and decay

**ToDo:**

* Add offsetX, offsetY, XAcc, YAcc, XSpeed and YSpeed to particle editor
* Finish particle casting for Spells and NPCs
* Finish rendering of particles in Editor

**Some screenshots:**

**![](http://www.freemmorpgmaker.com/files/imagehost/pics/a203c68317367208a885f02fd1215a5c.png)**

**![](http://www.freemmorpgmaker.com/files/imagehost/pics/59bd8340390bb8244f384479366a6eff.png)**

**![](http://www.freemmorpgmaker.com/files/imagehost/pics/152099518c2adc4d94c3fc45d14391fc.png)**
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Looks nice ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)! don't have the time to test it but i will ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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> _I included Particle system into EA becouse it have unloading/loading textures when needed and Eclopti is giving automation errors to me._

Stop taking cheap baseless shots at me. You know fully well that you can't get Automation errors while in-game, they'll pop up as "unrecoverable errors". _(Yes, I take loads of cheap shots at you, but hey, at least they're meaningful and true, eh?)_

You also know fully well that if you were to get Automation errors at the startup, it's nothing to do with the engine, it's DX.

So, like I said on the shoutbox the other day, when you made the exact same claim: **try again**.
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> Stop taking cheap baseless shots at me. You know fully well that you can't get Automation errors while in-game, they'll pop up as "unrecoverable errors". _(Yes, I take loads of cheap shots at you, but hey, at least they're meaningful and true, eh?)_
>
> You also know fully well that if you were to get Automation errors at the startup, it's nothing to do with the engine, it's DX.
>
> So, like I said on the shoutbox the other day, when you made the exact same claim: **try again**.

I really get automation errors in-game and not on load, ik that automation error on load is causing trycreate function, i am not dumbass. And ik some people do not like EA, so i wanted to specify why i choosed EA to implement particles into.
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Could always just implement it without the alpha/colouring options. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

Anyway, when I hop onto an actual computer, I'll analyse the code for you. If I do find anything that can be improved, I'll post it. Also, you may wish to consider layer options in the particle editor. (Or can that be set from the map editor, already?)
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> This looks pretty cool. Could you do, say, a camp fire with it? Or does it only work for actions (attacking/spells/etc)?

I will add map tiles later, for now it is only for actions

> Could always just implement it without the alpha/colouring options. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
>
> Anyway, when I hop onto an actual computer, I'll analyse the code for you. If I do find anything that can be improved, I'll post it. Also, you may wish to consider layer options in the particle editor. (Or can that be set from the map editor, already?)

If you mean layers like above player and under player i thinked about it too ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) But i already added Multi-Particles if you mean something like casting 2 Effects at once
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> I mean this system to add as a source tutorial to that person's engine would help, I'd download this but I already have an extensive amount of work done on my source and I'd like to add this in.

Ok now i got what you meant. But what persons engine? ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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> As in whoever wants to build their own source for their game. I started working on my engine from the ground up on 3.0 and I'd like to add this onto it.

So tut for EN 3.0? Yea i can make it, almost entire particle system is in modParticle in client and modParticle in server. Only packets handling are outside. And loading of effects from dat files and editor of course ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
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So I downloaded this and the first thing I did was to go to the UDTs:

```
Public Type WeatherParticleRec

Type As Long

X As Long

Y As Long

Velocity As Long

InUse As Long

End Type
```

So you're going to have over 255 Types?

"InUse as Long". You're declaring it as long and then further on in the source you have ".InUse = True". I'm not even going to bother looking through the source, this is already looking horrible just from the UDT.
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> So I downloaded this and the first thing I did was to go to the UDTs:
>
> ```
> Public Type WeatherParticleRec
>
> Type As Long
>
> X As Long
>
> Y As Long
>
> Velocity As Long
>
> InUse As Long
>
> End Type
> ```
>
> So you're going to have over 255 Types?
>
> "InUse as Long". You're declaring it as long and then further on in the source you have ".InUse = True". I'm not even going to bother looking through the source, this is already looking horrible just from the UDT.

That UDT is for weather system made by JC it isnt for particle system ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png) And… you know... JC is using longs for everything, its his favorite format ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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