PLUGIN: Fire plugin (2005-06-05)

Started by Kweepa, Wed 05/05/2004 23:31:53

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Pumaman

Sounds cool, good work! It would be nifty if there was a demo game to demonstrate how it looks, good idea :)

LordHart

This is a great plugin... definately going to be winner of best plugin or whatever the award is at this years AGS Awards... ;)


Kweepa

#22
Bump to advertise updated plugin, with:
- 8, 16, and 32 bit support.
- supply a palette for green flames, smoke, whatever
- naming convention changed to fit in with upcoming plugins from me

Gilbot,
The colours are changeable. You just need to create a 256x1 sprite for a palette. Look at the docs in the zip for details.

Have fun!
Steve
Still waiting for Purity of the Surf II

Hollister Man

Variably transparent fire in 32 bit?  (I think just making values of red into values of alpha as well should work fine, IMO)
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Kweepa

#24
Hmm, I don't know why that doesn't work, but it doesn't seem to.
I'm guessing it's because the dynamic sprites I create aren't marked as being alpha blended, but I don't see any way of doing that. Anyone?

Edit: Thanks, CJ!
Still waiting for Purity of the Surf II

Pumaman

It's not currently possible to create an alpha-blended dynamic sprite, I'll add it to my to-do list.

Kweepa

Added new flame manipulation functions:
FireDisableSeeding - turns off flame generation but allows the existing flames to continue
FireEnableSeeding - turns flame generation back on
FireSetStrength - a value between 0 and 100 (object starts at 100) to turn down the size of the flames
See the docs in the zip.

Last update before alpha blending!
Still waiting for Purity of the Surf II

Scorpiorus

#27
Steve, the plugin supports 16bit mode but does it support 15bit as well? I just want to verify because some video cards use 15bit in hi-color mode.

Pumaman

There is a way you can test 15-bit support if your graphics card normally uses 16.

Set your desktop colour depth to 32-bit, then run winsetup and select to run the game in a window.

Then, you can launch ACWIN (or any AGS game) with the parameter "--15bit" (without the speech marks), which will force it into 15-bit mode.

This should always work when run windowed, regardless of what your graphics card supports full-screen.

Press Ctrl+V in-game to check if it worked.

Scorpiorus

Thanks for a quick tip CJ.
I've just tried with 15bit and it seems to work fine. :)

One more thing, would it be possible for future versions of the plugin to handle an invalid object number was passed situation (i.e. the one that doesn't exist)? Currently, the game aborts but a dynamic sprite was never deleted warning pops up too.

Kweepa

It doesn't look quite right to me...
Seems there's less red than there should be. :P
I'll look at it tomorrow.

Invalid object, eh? Sure, I'll sort that out.
I think aborting the game is still good. I just won't create the sprites.
Still waiting for Purity of the Surf II

MrColossal

#31
So i set up a little test trying to change the fire seed object while the fire is burning and it doesn't seem to work [just messing around seeing if fire growing or spreading or a fuse or something would work]

i was able to change the fire strength dynamically so that was cool

actually modifying the strenth doesn't do much, if i set it to 0 there's still quite a bit of fire left

but otherwise it's still pretty awesome, what i've always wanted is a hires particle system... oh imagine the smoke you could make with that
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Kweepa

#32
Quote from: MrColossal on Tue 11/05/2004 06:04:48
So i set up a little test trying to change the fire seed object while the fire is burning and it doesn't seem to work [just messing around seeing if fire growing or spreading or a fuse or something would work]
I was considering that (using a view rather than a sprite as the seed) but it would slow it down a fair bit, and it would be a lot of work if some of the frames were different sizes. So I shelved the idea.

Quote from: MrColossal on Tue 11/05/2004 06:04:48
actually modifying the strenth doesn't do much, if i set it to 0 there's still quite a bit of fire left
Did you have an area of the seed sprite lots of pixels tall? I tuned it so that 100 was a nice flame and 0 was little pops. You could try -33 (if you care).

Quote from: MrColossal on Tue 11/05/2004 06:04:48
but otherwise it's still pretty awesome, what i've always wanted is a hires particle system... oh imagine the smoke you could make with that
What do you mean, hi-res particle system? I've written particle systems for games before, so one for AGS is not impossible. But it's probably a week's work or so... It would probably still render into an object for sorting purposes. The big problem is passing all the parameters to make it useful.
Still waiting for Purity of the Surf II

MrColossal

by hi res i mean useable in 16 bit to take advantage of transparency but what would probably slow down the majority of ags users

but mmmmmm, i loves me some particles
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Kweepa

#34
New version of the plugin released.

* Only works with AGS 2.7 because of the differences in the way 2.7 deals with dynamic sprites when loading and saving.

* Now works properly when loading and saving.

* There's a new function to PreHeat an object so when you enter a room it looks like it's been on fire for a while, rather than starting to burn every time.

There may be some bugs lurking, so please report any problems you have!
Still waiting for Purity of the Surf II

MaiSacNjo Mouf

#35
Hey guys,

I saw that someone mentioned earlier about posting a demo using this plugin.
I however havn't noticed that anyone has done so.
If I missed it, and you have, I am very sorry for wasting your time...
I made one..  (I'm really new at AGS, and horrible at graphics so laugh all you want at my art work!)
Here is a screen shot:

The demo can be downloaded here http://www.basstech.net/FireDemo.zip

I hope this helps..

By the way Steve, great plug in!  Thanks!

Edit by strazer: Fixed screenshot
--
The views and events expressed in this post are not necessarily the views of yo mama.Ã,  Who's ur daddy?

Kweepa

Glad you like it, and thanks for the demo!
Still waiting for Purity of the Surf II

R4L

Is there anyway to attach fire to a character? I have an evil character and I want him to be on fire all the time, even while walking.

Kweepa

#38
Not directly, but you could, in repeatedly_execute_always, reposition a fire object on top of the character, then set its baseline just below the character.
[EDIT] Yes, the fire will be animated, but it won't leave trails behind the character. Try it out, and see.
Still waiting for Purity of the Surf II

R4L

Will it still animate the fire too?

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