Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (541)
Games in Android Showcase (133)
games submitted by our members
Games in WIP (604)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1] 2 3 ... 10
 1 
 on: 2014-12-27 23:49:02 
Started by BurntPizza - Last post by pitbuller
... and I can't download the OS until new years because of internet bandwidth limits. ...
I bought Final Fantasy 13 on Steam and downloaded the 50GB game in three and a half hour...
#justNordicCountryThings

 2 
 on: 2014-12-27 23:27:27 
Started by GreenLantern101 - Last post by Ed_RockStarGuy
Yeah 3 years ago i also had a project called defiance xD

 3 
 on: 2014-12-27 22:51:12 
Started by GreenLantern101 - Last post by GreenLantern101
I know that name is not unique, and I just meant for it to be a temporary name for this project, which seems fitting given the nature of the fast-paced against-all-odds type gameplay.

 4 
 on: 2014-12-27 22:51:02 
Started by bornander - Last post by Rayvolution
@Ray
That's less a particle system and closer to a full fluid simulator, albeit with simplified physics.  Tongue
Reminds me of the sand games where you just edit the config file containing lists of particle names, rgb data, gravity, spread, density, etc.

Yeah, you're probably right. It's also probably a lot more complicated than what he needs. If all he's planning is blood, he just needs a simple blood particle class like my original blood system from SixtyGig that just detects when it hits something. If he wants it to drips or pools if/when needed though it'll get a little more complicated, but still not too bad. Once he hammers out the actual collision detection, writing behaviors to do after the fact wouldn't actually be that hard.

 5 
 on: 2014-12-27 22:48:10 
Started by bornander - Last post by BurntPizza
@Ray
That's less a particle system and closer to a full fluid simulator, albeit with simplified physics.  Tongue
Reminds me of the sand games where you just edit the config file containing lists of particle names, rgb data, gravity, spread, density, etc.

 6 
 on: 2014-12-27 22:40:12 
Started by bornander - Last post by BurntPizza
Agreed, that would probably work but I think it will be difficult convincing libGDX's particle system to do that.

The ParticleEffect, etc? Then don't use it.

Just a couple vectors and a sprite is pretty much all you need, here's a little bit from my current project (the TAFSJ thing), it's a little over-engineered to be more extensible, but you get the idea hopefully:

http://pastebin.java-gaming.org/bf1b900691a1b

 7 
 on: 2014-12-27 22:39:45 
Started by bornander - Last post by Rayvolution
What I did in the current version of my particle system was give each particle various properties that are adjusted that have an overall effect on how the particle interacts with the world.

For example;

dripChance - the chance a particle will drip when it's stuck to something. Basically making things drip faster or slower (Blood vs water, for example)
stickChance - The chance a particle will stop dripping even if it's on a drippable surface. (Again, good for making liquids act "thicker", like blood vs water)
friction - The rate the velocity decays, so something with high friction will slow down faster than something with low friction.
spread - The rate the particle tends to spreads out either on the X or Y axis just to have more natural looking movement.
decayRate - The rate of decay, for example, fire would have an extremely high decay because it only exists for a moment, and is destroyed. Where water or blood you may want to leave on the screen longer.

It's just some ideas, but basically I have a master particle class that has a bunch of properties like this, and each child class adjusts them to get the effect I want.

Here's a gif of a bunch of them all together in action in the new system;
Click to Play


Click to Play

 8 
 on: 2014-12-27 22:28:06 
Started by bornander - Last post by bornander
Making the blood stick/drip can be as simple as heavily dampening the particle velocity when it's colliding with terrain tiles.
Agreed, that would probably work but I think it will be difficult convincing libGDX's particle system to do that.

 9 
 on: 2014-12-27 22:25:30 
Started by bornander - Last post by bornander
2 things: 1 ADD LIMBS holy god that is always a good thing to have 2: centralize the blood in the first image I noticed that the blood was somehow spawning from below his toes.
Blood spawns from the point of impact, which is his toes in the examples above. If he had hit his little head, he would have been bleeding profusely from his head Smiley


 10 
 on: 2014-12-27 22:19:22 
Started by bornander - Last post by BurntPizza
Making the blood stick/drip can be as simple as heavily dampening the particle velocity when it's colliding with terrain tiles.
How linear (or not) the dampening is will affect the pool/drip ratio.

Pages: [1] 2 3 ... 10
 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

BurntPizza (14 views)
2014-12-27 22:38:51

Mr.CodeIt (13 views)
2014-12-27 04:03:04

TheDudeFromCI (17 views)
2014-12-27 02:14:49

Mr.CodeIt (25 views)
2014-12-23 03:34:11

rwatson462 (56 views)
2014-12-15 09:26:44

Mr.CodeIt (46 views)
2014-12-14 19:50:38

BurntPizza (92 views)
2014-12-09 22:41:13

BurntPizza (113 views)
2014-12-08 04:46:31

JscottyBieshaar (86 views)
2014-12-05 12:39:02

SHC (97 views)
2014-12-03 16:27:13
How do I start Java Game Development?
by gouessej
2014-12-27 19:41:21

Resources for WIP games
by kpars
2014-12-18 10:26:14

Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!