Posted 30 May 2012 - 12:00 PM
Wildfire Games Programmer, AI developer, auxiliary map designer, dealing with anything water.
Contact me: firstname.lastname@example.org
Also the world's only three-dimensional poodle.
Posted 31 May 2012 - 10:40 PM
An option for controlling the transparency of the particles would be nice too.
I have another thing to say about performance, that is probably better suited in another thread, but to sum it up: How about a quality slider to change the rate of particles generated so the overall particle count is lower if the users rig can't handle it (which I highly doubt but then again this isn't the place... )
I strongly oppose the "so difficult to see" part. One of the first things that sprung to my eye as I freshly played Alpha 10 last week where the particle effects. But maybe I'm not a very average gamer, for me good graphics and atmosphere (which is mainly composed of sound and graphics) can make or break a game. And especially as trees, grass etc. are not moving (which would be great to add btw!), the particles gather even more attention. My point is: Don't underestimate the aesthetical impact that particle effects can have, both in a good or bad way.
Here by the way is my new attempt at light smoke:
(youtube this time, if this is not okay I will remove it. It's set on private however.)
I think it looks much more like a campfire-sized smoke pillar would look - organic, smooth and dispersing. It can easily be made even lighter by spawning less particles and using a sprite with more Alpha. What do you think?
Edited by Strongground, 31 May 2012 - 10:42 PM.
Posted 01 June 2012 - 05:08 PM
Edited by Strongground, 01 June 2012 - 05:08 PM.
Posted 01 June 2012 - 05:15 PM
Posted 01 June 2012 - 07:25 PM
When you're ready, make a ticket and attach the modified files for inspection by Mythos
Posted 20 June 2012 - 02:03 AM
Edited by Sonarpulse, 20 June 2012 - 02:03 AM.
Posted 23 June 2012 - 10:02 AM
particle explosion effects:
how to implement soft particles:
and maybe, unrelated, swirl:
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