Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - jerakeen

#41
Quote from: KhrisMUC on Tue 27/01/2009 15:05:26
Nice work!
It looks like the snow and rain particles accelerate their fall though; this isn't true in real life and thus looks weird.

Thank you. This is only a demo. If you take a look to the code int Room1, you will see than changing initial velocity (emitter_set_velocity) and removing the force (action_add_force)  in y negative you'll achieve what you want.
#42
Sorry, the links were broken and i upload the files again, then Ghost could download ok and you too.

I hope you found this module useful.

i'm sure i'll add some improvements in the future.

thanks
#43
Yes Pumaman, it draws the sprite opaque, exactly as i imported into the sprite editor
#44
I tried with sprites in 32 color depth without alpha channels, and game at 32 depth too and this is what happens.

Then i tried sprites with alpha channel and without using transparency and happens the same, this pink colour again. (sprites and game at 32 color depth)

So i don't understand what happens.



#45
Try again the same links, it should work
#46
Hi, for the last weeks i been working on it and now i share for you.

This module has been built to simulate effects like rain, waterfall, fire, smoke,
snow and others.

We can have some particle systems at the same time.
We can define some forces wich modifies particles velocity and position.
We can change color, transparency and scale of particles.
And we can choose between draw a particle system in the background of a room,
in a sprite or using an overlay.

Requires AGS V3.0.0 or later

Screenshots

Here is the module (Vers 1.00):
 
  Module ParticleSystemManager v1.00
 

And a demo (in AGS v3.1.1)

  ParticleSystemManager Demogame

  ParticleSystemManager Exe


Edit by Dualnames: Removed links that don't work

In the demo game you can do player walk around to see how slow or fast the game is using particle system.

When drawing particle system in a sprite, you can use this sprite in a room's object and do the player walk around and interact with it.

Remember that too many particles will slow down the game.

NOTE: There are some problems drawing transparent particle system in sprites


EDIT:

There is a new release of the module.
These are the changes:

<11-JAN-09> Jerakeen,

      Created original version

<08-APR-09> Jerakeen,

      Replaced RawSaveScreen by DrawingSurface functions.

<17-APR-09> abstauber,

      Add emitter_set_certain_sprites function and changes to manage
      the sprites of the first particles in the system.

<20-APR-09> Jerakeen,

      Add emitter_set_sprites_indexes function and changes to manage
      sprites with non consecutive index.

And here is the module:


   Module ParticleSystemManager v1.01 


Edit by Dualnames: Removed links that don't work


  Thanks to abstauber by the function emitter_set_certain_sprites and code modifications.

Enjoy it
#47
Hi, I just finished a module to manage particles systems. I've done documentation and now i need someone who translate from spanish to english, and if possible check the module itself to translate some comments.

Thank you!

EDIT: finally someone hepled me with translation
#48
When i draw sprites using transparency onto another, if the second one has a image background it works all right and use transparency.
But when i clear the second sprite with clear() or clear(COLOR_TRANSPARENT), the sprites i draw has transparent colour instead being transparent.

All the sprites, background etc has the same color depth
I use AGS v3.1.1

Code: ags

    DynamicSprite * sprParticleSystem = DynamicSprite.CreateFromBackground();
    surface = sprParticleSystem.GetDrawingSurface();
    surface.Clear();

    DynamicSprite  *sprite = DynamicSprite.CreateFromExistingSprite (18, false);
    surface.DrawImage (5, 5, sprite.Graphic, 40);
    sprite.Delete();

    surface.Release();

    Overlay * ovrParticleSystem = Overlay.CreateGraphical(0, 0, sprParticleSystem.Graphic, true);

   ...

   sprParticleSystem.Delete();
   ovrParticleSystem.Remove();


WhatI'm doing wrong?

EDIT:

This is an example of what im doing

     

the first image shows when i draw sprites transparent into another sprite cleared to transparent colour

the second one shows when i draw sprites transparent into other sprite with background


Please tell me something.

I'm wrong posting here, and should post on technical forum?

#49
i don know why the second one doesn't appear.

I suppose you are reffering to the third one.
This one is part of a cutscene, in a intro on the chaprter three of the game.
The ship is run trhought the sea and crash on the groud.
I'm going to change it
#50
Worm's Labyrinth in Production

Hi everybody. This is my first AGS game and i hope you to ejoy it as i did developing it. This is a huge game, that i begun three years ago and it's still not finished yet.

It all begun as a parody on the war, the army and two friends of mine who always being discussed.


Story

It's a distant world, lost in deep space. Where there are two major continents, where for many centuries were at war.

They are now in peacetime. But nothing lasts forever and the weakest continent, which has been severely devastated, want a horrible revenge on his neighbour continent.

Actually only a few are those who want revenge. Some military unhappy with nothing better to do, preparing a bomb that ends up with the enemy. But they need a mechanism for remote detonation and someone who takes good order so compromised mission.

That is where you come into play. A dealer package that will have to carry that power supply. And circumstances of life make you enlists "voluntarily" for the mission ...


Screenshots








Progress

Story: 100%
Puzzles: 60%
Scripting: 50%
Backgrounds: 95%
Characters: 70%
Dialogs: 33%
Animation: 20%
Extras: 10%


Features

800x600 resolucion.
32 Bits colur
Alpha bended sprites.
too many disk space (sorry about this)
More than 10 characters to interact with.
Characters been made using Poser.
Background drawed with Photoshop

Release date:

I don't know. May be on March 2009 there is a demo.

Trailer (In Spanish):

http://www.youtube.com/watch?v=FSa2tvUU3_I


SMF spam blocked by CleanTalk