MODULE: Akumayo's Particle Engine v1.5

Started by Akumayo, Tue 02/05/2006 00:27:12

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Akumayo

Hey, even I didn't know that it would keep running during dialogue, that's pretty cool.  I'm glad you're happy with it!
"Power is not a means - it is an end."

Rocco

i want to play a bit with this module, but most of the files in the zip are passwordprotected  :'(

Akumayo

#22
Really?Ã,  I'll have to look into that, they shouldn't be...

EDIT:

Checked, I was never prompted for a password, I downloaded and unzipped without problems.  What exactly is happening?
"Power is not a means - it is an end."

Rocco

when i klick extracting the files comes ->
the file "effect demo game_v10" is protected with a password,
please fill in that password.
then i press  - leave that file out
and then comes
the file "acsetup.cfg" is passwordprotected,
....
this goes on for almost all files
except the A_PE_V1_5.scm module itself, so i can use it but without examples or documentation.

i tried to open this file with the windwos xp inbuilt zip-extraktor

Rocco

i used 7-zip now and get the whole thing uncompressed without troubles.

Ali

This is a great module, thanks Akumayo!

Like tiagocorreia, I changed the module to repeatedly_execute_always. I also added an 'IsGamePaused' so that the particle engine pauses at the same time as object and character animations.

I found that skipping cutscenes and skipping-UntilCharacterStops was significantly slower with the repeatedly_execute_always change, even in rooms with no particle effects so I added a boolean variable to switch the whole thing off and on, so now skipping is only slow while particle effects are happening.

It thought I'd mention this in case it was in some way foolish, or in case you might consider adding similar features to the module.

WackyWildCard

Quote from: The Mighty Anglerfish on Wed 03/05/2006 01:20:44
I suppose it wouldn't be difficult to implement float based gravity.  That would allow for things to be more accurate eh?  Would it be more worthwhile on the user-end, do you think?

This is such an awesome module, but it would really help to have directional controls on fire effects - me especially, in my Game in Development, Knight's Quest: Shield Search. In this game there will be at leaset 2 Fire-Breathing Dragons. A special effect where the monsters can spit fire at the hero would be real icing on the cake!

Please let me know when the update is made! Thanks!


Akumayo

Egh, I'd love to get this updated, I really would, but don't expect anything anytime soon.  School and social life consume my waking hours.
This summer, perhaps, you can hope to begin hearing from me again.  Maybe I'll get this updated, work on a new game (still non-adventure, woo!), and re-join the community.  For now though, Akumayo is dormant as The Mighty Angerlfish.
Some day, friends, I -will- return.

-Regards, The Mighty Anglerfish
"Power is not a means - it is an end."

.M.M.

#28
Could you update your module for AGS 3.0? It is really great, but now I have 3.0 and it don't want to work.  :'(

m0ds

I've finally got my head around it, great module Akumayo!

One question though, is there anyway to make sure the particles appear "in front" of my character and other objects?

Many thanks!

SSH

It would be possible to adapt the engine to draw on an overlay or GUI instead of on the background. However, it would not be possible to do this with transparency unless you are running in 32-bit colour mode with an alpha channel.
12

Dusk

I was fighting with the same issue some days ago... the Lake module gave me the idea of using the I-don't-remember-now-the-name function to get the completely rendered frame (what you normally do to save savegame screenshots) instead of the background, and drawing on that the particles.
But I haven't tested this for now, there might be other issues...

For example, a problem that I had with the Lake module itself, was that the lakes reflect the cursor too... (lol)
It would be nice to discuss workarounds for this kind of issues, and if needed to ask CJ for little modifications in the engine to avoid the problems

Just my 2 cents,
D.

Dualnames

I'll post on of these days my APE(Advanced Physics Engine) script/module. Based on lake and particle engine it renders many things as well as explosions and other stuff. In the new hhgtg you can check it out. But you have to lose, in order to see it.:P
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dusk

Interesting! How did you solve the cursor issue?

Dualnames

Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dusk

Quote from: Dualnames on Sun 06/04/2008 22:26:08
It's a kind of magic..

PRRRR, like disabling the the cursor graphic and handling it too with rawdrawing? :P  :P  :P

Seriously talking, are you going to release your module in the near future or do you prefer to keep it for you for now?

I have to decide if it's better to spend time fixing these issues or work on other ones.  ::)

an optimizing Dusk

Dualnames

I'm not planning to brag about it and never post it. I just have to fix it around since it tends to create magical weirdness all over.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Dusk

Ehehe I see... well good luck with it, I'll check it out for sure when you're done.

Bye!
D.

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