Quote from: Greg on March 15, 2011, 12:56:14 pmSounds 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.
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?
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.
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.