2 Recurring Issues

Bolt2Bolt2 Member Posts: 41
edited April 2012 in Working with GS (Mac)
Greetings GS Forum!

I asked these questions a while back and I want to update the questions a tad.

First off:

@Tshirtbooth sent me a video link / download to a file that was helpful (http://gshelper.com/?p=372), but I couldn't make it work in my scenario. I am trying to achieve the following:

-On Touch
-Actor is deleted
-Smaller versions of the actor are created, move in all directions (1,360) (Particle effect)
-Smaller actors fade away (Particles fade away)

I've tried using the particle feature in Gamesalad and the technique @Tshirtbooth uses in his demo - both haven't been particularly successful.

Second issue was resolved thanks to @JohnPapiomitis

Thanks again GS Forum. You are very quick to respond and are always helpful :)

-Blackmill

Best Answer

  • pinata14pinata14 Posts: 150
    edited April 2012 Accepted Answer
    oh easy fix, put a timer around the particle spawner that says for x time do particles and have thr destroy actor function longer than the for timer

Answers

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    For the second part

    Rule: When game.Takelife=true
    -timer after 0.2 seconds run to completion checked
    --change attribute Takelife to false
  • Bolt2Bolt2 Member Posts: 41
    @JohnPapiomitis

    That worked a treat! Thanks for the help.

    Any idea for my first issue?

    -Blackmill
  • pinata14pinata14 Member Posts: 150
    particle effect:
    make the image the actor image
    make size what you want
    make direction random(0,359)
    make velocity what you want
    make color go from white to white opacity 0
  • pinata14pinata14 Member Posts: 150
    oh i see what you want, i had to do this in my game for making a missile explosion so ill make an example for you
  • pinata14pinata14 Member Posts: 150
    https://www.yousendit.com/download/M3BtNWNnaFJKV05qQThUQw
    let me know if this is what you meant
  • Bolt2Bolt2 Member Posts: 41
    @Pinata14

    Thanks for the demo. I'll copy some of the settings and see if I can get it to work.

    It's what I wanted, not to sure on the 'smoothness' of it all, but definitely close :)

    Will post results in a bit.

    -Blackmill
  • pinata14pinata14 Member Posts: 150
    if you want it smoother, you can mess with the particle startup time and make more than 1 particle spawner responsible for 1 section rather than the whole area (have 4 spawners and each one instead of random(0,359), have randoms for (0,90)(90,180) etc.
  • Bolt2Bolt2 Member Posts: 41
    edited April 2012
    The particles just disappear, even with fade to Alpha 0, as opposed to fade out like @Tshirtbooth 's particle effect.

    @Pinata14 Any suggestions on how to rectify this?

    I want them to spawn all 10 particles at 0 seconds, fade to 0 Alpha at 0.5 seconds, delete at 0.55 seconds.

    -Blackmill
  • pinata14pinata14 Member Posts: 150
    put the color fade as a shorter time than the lifetime so it reaches 0 opacity before it disappears and you can mess with the blending setting
  • Bolt2Bolt2 Member Posts: 41
    But then they respawn, don't fade out and are then DELETED, so it leaves a rather bitter aesthetic value to the game.

    Any ideas?

    Thanks.

    -Blackmill
  • pinata14pinata14 Member Posts: 150
    oh, like the newly spawned ones get deleted when the actor destroys? ill try to figure it out next break i get
  • Bolt2Bolt2 Member Posts: 41
    oh, like the newly spawned ones get deleted when the actor destroys? ill try to figure it out next break i get
    The particles spawn until the particles are deleted. How do I stop them spawning after a certain time so that the others just fade away?

    It's sort of what you said.

    Thanks

    -Blackmill
  • Bolt2Bolt2 Member Posts: 41
    I have done so and it looks smoother.

    Thanks

    -Blackmill
  • pinata14pinata14 Member Posts: 150
    no problem, let me know if you have any more issues with it
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