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Fireworks.

I need someone either to make a fireworks sprite. Or to create a behavior that uses particles to create the illusion of a fireworks sprite. I already tried this one myself and failed.

Irock

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You should probably show the other graphics for your game so the person who takes this request will know what style to make it in. :)

Greg

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Sounds kind of fun - I might give it a shot.  I'm sure that spawning a lot of particles (actors) may bog the framerate down though.  How big (size) of an effect are we talking about? 

Alexin

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The particles don't need to be actors if you don't care about collisions. If that's the case, then you can simply use a single actor and use it's image (or animation) to draw as a particle.
"Find the fun"
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Greg

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Sounds kind of fun - I might give it a shot.  I'm sure that spawning a lot of particles (actors) may bog the framerate down though.  How big (size) of an effect are we talking about?

64x64 inches.

You must have a huge monitor

Greg

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I came up with kind of a cool system.  Unfortunately it destroys the framerate if there are too many fireworks on screen at once.  If I have time I will try to tweak it later, but since the framerate is so bad I probably won't share this version. 

Anyway, click the mouse to launch a firework and enjoy the light show :)
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Ceric

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Very cool. Code mode Behavior?

Epic428

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Out of curiosity, I know Flixel has a particle generator, but I have not seen any blocks for this, I assume this is something we'd have to do using code mode, correct?

I was just thinking the particle generator would work best in this case, and if I'm not mistaken it shouldn't hurt the frame rate too bad, right?
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Manuel

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Nice exemple Greg, one thing I'd sugest is to make the fireworks slowly fade when they explode on the sky.
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Hectate

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Out of curiosity, I know Flixel has a particle generator, but I have not seen any blocks for this, I assume this is something we'd have to do using code mode, correct?

I was just thinking the particle generator would work best in this case, and if I'm not mistaken it shouldn't hurt the frame rate too bad, right?
Yes, it's got a simple one, but it produces FlxSprites which won't have an Actor's access to physics. That's both a good thing (for performance) and a bad thing (for consistent behavior). FlxSprites can be single pixels or actual sprites, so that's helpful for a fireworks-type explosion.
I had a mind to try and implement one using code blocks, I'll give it a shot now. BBIAB.
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Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

Epic428

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Yes, it's got a simple one, but it produces FlxSprites which won't have an Actor's access to physics. That's both a good thing (for performance) and a bad thing (for consistent behavior). FlxSprites can be single pixels or actual sprites, so that's helpful for a fireworks-type explosion.
I had a mind to try and implement one using code blocks, I'll give it a shot now. BBIAB.

yeah, I was under the assumption that the particles would have lost the physics aspect. I suppose that if the physics aren't necessary then this would be the ideal method.
James Moore - Official Support & Documentation.
We cannot and will not respond to PM's asking questions. Please make a new thread in the forums if you have any questions, Thank you.
For better support and faster response times, please post your logs regarding any Stencyl related issues. Debug > Logs > Generate Logs

Hectate

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Well, I managed to get a game to compile with a FlxEmitter in it, but never could get visible particles. I think part of the issue is that I didn't pre-create an array of simple FlxSprites to use? The alternative (using an image-based Class) is difficult in code-mode because I can't identify what the relative path should be for embedding the images I'd use for the particles.
I'm out of time for now anyway.
:
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Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

Hectate

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Well, I managed to get a game to compile with a FlxEmitter in it, but never could get visible particles. I think part of the issue is that I didn't pre-create an array of simple FlxSprites to use? The alternative (using an image-based Class) is difficult in code-mode because I can't identify what the relative path should be for embedding the images I'd use for the particles.
I'm out of time for now anyway.
I don't know why I didn't try this before, but I should be able to specify an absolute path for the image I need to embed, right? Can I just point to "C:/directory/subdir/image.png"?
:
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Patience is a Virtue,
But Haste is my Life.
Proud member of the League of Idiotic Stencylers; doing things in Stencyl that probably shouldn't be done.

Epic428

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I imagine that would actually work. And as far as I remember, Flixel requires you to Embed the resources you plan to use.

Edit: In fact, If you were to edit this behavior in code mode for fun, you could open it in Flash Develop and use their built in Embed tool to make sure that it was done correctly.
James Moore - Official Support & Documentation.
We cannot and will not respond to PM's asking questions. Please make a new thread in the forums if you have any questions, Thank you.
For better support and faster response times, please post your logs regarding any Stencyl related issues. Debug > Logs > Generate Logs

Alexin

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Import the images you want as an actor, then use it's current animation (FlxSprite) to get its BitmapData.
"Find the fun"
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