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  Particle Editor Tool  (Read 9488 times)
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Offline StumpyStrust
« Posted 2013-01-24 17:40:30 »

So here is a little toy I am working on for fun. It uses my particle system which probably is not all that great compared to others but it works. I have it so you can give a sheet of images where one will randomly be selected and am wondering if adding animated particles would be all that great.

Screen of some explosions



I am thinking about doing more on my particle system tutorial but more about actually using a finished system to do specific effects. Torch, fire, waterfall, magic attack, rain, snow, and what not.

I am wondering if everyone else makes all sorts of tools/editors for their games to help streamline level design and what not. I know that I have made many level editors but they all just fail.

Edit:
http://www.mediafire.com/?9gfnoscwubya8n2
Have fun

Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #1 - Posted 2013-01-24 17:51:59 »

Looks awesome Stumpy! Smiley

I'm going to have to create something like that for my game when it comes to spells and stuff...I hope it isn't too much of a beast.


-Pickle

Offline divxdede

Junior Devvie





« Reply #2 - Posted 2013-01-24 20:25:31 »

looks cool.
Games published by our own members! Check 'em out!
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Offline Pickleninja

JGO Coder


Medals: 10
Projects: 1


I'm tired of working for someone else.


« Reply #3 - Posted 2013-01-24 21:00:14 »

Thanks Stumpy... now I want to stop drawing sprite sheets and move onto particles lol.


-Pickle Smiley

Offline RobinB

JGO Ninja


Medals: 44
Projects: 1
Exp: 3 years


Spacegame in progress


« Reply #4 - Posted 2013-01-24 21:45:50 »

Very nice, my small attempt is nothing compared to your screenshot.
I would love to see more, can we get an download link please? Cheesy
Offline cheatsguy

Junior Devvie


Medals: 3


Gamer turned Pixel Artist turned Programmer


« Reply #5 - Posted 2013-01-25 02:00:54 »

I would use this if I wasn't already well into creating pixel FX :/ Looks very cool and might use it if I ever make something less 'retro'.

EDIT: if this thing can be sized down considerably, i'd definitely use this over making my own fx.

Busy between school, work, life, games, programming and general screwing around.
If you'd like some pixel art for your game, send me a PM, i'll see what I can do.
Current project: http://elementalwarblog.wordpress.com/
Offline StumpyStrust
« Reply #6 - Posted 2013-01-26 00:33:04 »

Sprite sheets are nice as you can get as much detail as you want in the resolution and they cost magnitudes less on the cpu/gpu. Downside is that you need a crap load of video memory where particles take of very little and are much more dynamic.

Here is another screen for a blue candle flame. Looks really nice in motion.



This has many things I want to do missing. (mainly all the stuff in the tests and tabs) but definitely helps streamline effects. In my java2d one I could export .java files that would give you the effect. All you would need to do is pass in the location and the images used. Everything else is handled by the engine. I will add svaing and loading as well as the export to .java. If you want I can post the source and the editor. Be warned that my coding is ugly.

Tomorrow I am going to try adding all the exporting and saving...wish me luck.

Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 139
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Exp: 3 years



« Reply #7 - Posted 2013-01-26 05:17:38 »

Are you going to create your own format, or use an existing one, like .p (go libgdx) or json?
Offline Ultroman

JGO Knight


Medals: 25
Projects: 1


Snappin' at snizzes since '83


« Reply #8 - Posted 2013-01-26 05:41:44 »

I DO wish you luck!

- Jonas
Offline StumpyStrust
« Reply #9 - Posted 2013-01-26 06:48:01 »

I actually have ported my particle system to libgdx using their texture regions. Thing is their system is very good and probably faster then mine so I don't really want to try and compete with them.

As far as format goes I could look into json but once I get the exporting going I will probably do a video tutorial on how to get the effect from the editor to your screen. If there is interest I will also show how to properly use it and all the fun features it has. One that I really like but is probably very slow is the option to have your particle point in the direction they are traveling in. Means you can make some cool stuff. I also have scaling the size of the effect and speed. Create one super cool explosion, give it different colors, size, and reuse.

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Offline Ultroman

JGO Knight


Medals: 25
Projects: 1


Snappin' at snizzes since '83


« Reply #10 - Posted 2013-01-26 09:26:50 »

I want this...its like christmas all over again, except I'm expecting a gift Cheesy

- Jonas
Offline StumpyStrust
« Reply #11 - Posted 2013-01-27 05:18:01 »

I want this...its like christmas all over again, except I'm expecting a gift Cheesy

Don't you always expect a gift on Christmas?  Wink

So I have added exporting for my engine right now but unfortunately my app eat way, way too much cpu. I think it probably has something to do with using lwjgl with swing. Well here is another screen of some plasma.



I am probably going to add some stuff for the test Settings before adding an export option to use this with libgdx. I will also make a tutorial on how to use it of course.

Offline Ultroman

JGO Knight


Medals: 25
Projects: 1


Snappin' at snizzes since '83


« Reply #12 - Posted 2013-01-27 11:02:11 »

I want this...its like christmas all over again, except I'm expecting a gift Cheesy
Don't you always expect a gift on Christmas?  Wink
Nah, I don't have much of a family left. My GF usually gives me something, but we were both too poor to buy each other presents this christmas.

This is looking really good. Can't wait to try it out!

- Jonas
Offline StumpyStrust
« Reply #13 - Posted 2013-02-07 03:11:13 »

So ported everything to libgdx and have an export option for that.

Here is the effect scaling in action.



I am not able to do a whole lot due to school :/ but I will really ttry hard to give you something by this weekend to use with a tutorial on how to use it. XD

Offline kaffiene
« Reply #14 - Posted 2013-02-08 03:12:56 »

looks really nice - good work!
Offline BurntPizza

« JGO Bitwise Duke »


Medals: 289
Exp: 5 years



« Reply #15 - Posted 2013-02-08 21:18:23 »

 Shocked
This looks epic, can't wait for a demo!
Offline xsvenson
« Reply #16 - Posted 2013-02-10 01:44:10 »

This looks very nice.
Some kind of applet or webstart (don't kill me) would be nice to tinker around.

“The First Rule of Program Optimization: Don't do it. The Second Rule of Program Optimization (for experts only!): Don't do it yet.” - Michael A. Jackson
Offline StumpyStrust
« Reply #17 - Posted 2013-02-10 01:51:00 »

I don't do applets or webstart.  Angry

But, I just got a working version down for you to try. I am working on a tutorial on how to use it after I post this. The editor does not work on java 7 due to input focus issues. I fixed it but then it caused other issues and made it so you had to have java7 so instead only java6  Cry

The actual system works fine on libgdx and the editor comes with the jar to get it working.

http://www.mediafire.com/?7zqx4hdzh84c5yx

Will post the tutorial as soon as it is done. Till then be brave.

Offline GabrielBailey74
« Reply #18 - Posted 2013-02-10 03:13:22 »

As soon as the UI Pop us for SystemX-Editor.jar it crashes :s
1  
2  
3  
4  
5  
6  
7  
8  
Java frames: (J=compiled Java code, j=interpreted, Vv=VM code)
j  org.lwjgl.opengl.GL11.nglClear(IJ)V+0
j  org.lwjgl.opengl.GL11.glClear(I)V+15
j  com.atlas.engine.Renderer.begin()V+3
j  RenderArea.render()V+17
j  RenderArea.start()V+45
j  Editor.<init>()V+215
j  Editor.main([Ljava/lang/String;)V+40


Run.bat:
1  
2  
java -jar SystemX-Editor.jar
pause

Offline StumpyStrust
« Reply #19 - Posted 2013-02-10 03:21:39 »

This is the line I think

1  
glClear(GL_COLOR_BUFFER_BIT);


I also set the blend mode in that method if it changed. Not sure.

Win 7 integrated chip?

Offline StumpyStrust
« Reply #20 - Posted 2013-02-10 03:55:12 »

Here is video tut...never done one before so bare with me.  persecutioncomplex And oh my God do I sound ridiculous! I sound like I have a lisp. Maybe I should not have had my head on my knee.  

<a href="http://www.youtube.com/v/yAW4tlWLyuE?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/yAW4tlWLyuE?version=3&amp;hl=en_US&amp;start=</a>

Here is the basic rundown on how to use it.

1. Import the SystemX.jar into your project.

2. In your update method, call, "SystemX.update(delta)" You can pass in 1 if you do not have a variable time loop.

3. In you render method between SpriteBatch.begin() and SpriteBatch.end(), call, "SystemX.render(SpriteBatch batch)" This will render all particles at once. If you want to only render say certain effects, you can pass in the layer that effects are on and it will only render the particles on that layer.

4. After you create your super cool effect, press File->Export->Libgdx and give it a name. In exports folder you will see your file with "Fx" in front. Copy the file into your project. Add in the name of the package you put the file into. There is a missing semicolon on one of the imports. Guess I uploaded a wrong version because I remember fixing it Angry

5. Create the effect and add it to SystemX by calling, "SystemX.addEffect(effect)" This will return the index of this effect in SystemX. You can then retrieve this effect with that index and tell it to do things. Only do this for continuous effects that you want to 'stop' being continuous. The constructor takes the location and then a TextureRegion[] for each emitter in the effect.

The editor options are very straight forward. Point vel will point the particles in the direction they are traveling in. Friction values will be low. (.01f is good starting). If you make it them negative it will instead speed the particles up instead of slow them down. Rotation is the rate of rotation. So between 0-3 should be good starting point. "K" to kill all particles. "P" to pause.

I know that many other systems will have an .xml file that has all of the properties of the effect you are loading instead of giving you a class file. This is nice as it allows for a much easier time when updating effects but I really do not like .xml. Its probably because I have never had a huge need to use it.

I am not trying to sell this or compete with other Particle Systems out there. It is free to use for w/e you want, commercial or non. Tell me if it is too much work, bugs, things that would be better, or anything you think would be easier or nicer. I like the UI right now but some may not like it.

Offline GabrielBailey74
« Reply #21 - Posted 2013-02-10 05:52:20 »

Smooth.... XD
"This video is private.
Sorry about that."

Offline StumpyStrust
« Reply #22 - Posted 2013-02-10 07:58:21 »

Not sure if you are trying to be rude or not.  Cranky

Fixed. I guess the default is private.

Offline StumpyStrust
« Reply #23 - Posted 2013-02-11 22:59:52 »

Fixed few bugs and added animated particles  Grin Took all of 30 minutes.

Here is the link

http://www.mediafire.com/?9gfnoscwubya8n2

Edit: I am looking into a better system for exporting and loading effects for projects. Probably going to try out json.

@cheatsguy
The actual library for libgdx is 16 kbs. The editor has lots of fluff.

Online Slyth2727
« Reply #24 - Posted 2013-03-09 19:57:55 »

This is really amazing, but I was wondering how you did the additive blending option? Thanks!

Was I before Chuang Tzu who dreamt about being a butterfly, or am I now a butterfly who dreams about being Chuang Tzu?
Offline StumpyStrust
« Reply #25 - Posted 2013-03-13 04:18:35 »

So an update is coming soon and here is some previews of what it will give people.

Click to Play




Exporting into sprite sheets so you can have power of particle system in a sprite based work! Working on a way of making seamless looping effects. That is, an animation that you could loop endlessly.

One thing I really want to do is redo the whole editor in libgdx but I would have to create all UI Art from hand so...we will see. 

Offline cheatsguy

Junior Devvie


Medals: 3


Gamer turned Pixel Artist turned Programmer


« Reply #26 - Posted 2013-03-15 17:08:16 »

When can we get our hands on this! I think I need it XD congrats, its really well done so far!

Busy between school, work, life, games, programming and general screwing around.
If you'd like some pixel art for your game, send me a PM, i'll see what I can do.
Current project: http://elementalwarblog.wordpress.com/
Offline deathpat
« Reply #27 - Posted 2013-03-15 17:34:42 »

exporting as a spritesheet is a really good idea ! and seamless looping would be a nice option as well. It's quite difficult to find a nice tool to do this kind of thing with enough control ( I have tried some but they were very limited ... ), so I'm glad you're making this one Smiley

Keep up the good work !

work in progress : D A E D A L U S
Offline StumpyStrust
« Reply #28 - Posted 2013-03-18 02:32:57 »

So here is a new screen showing some more animation export options. Right now I finally got a seamless looping algorithm. I had tried a good 7 different methods all of which had options you could change and all looked like crap. Then I got an algorithm that did not have anything you could change and it worked.

I am trying to get the UI of the animation exporter a little more polished then I will give you guys a version to try out. This is not going to be as boss as programs like particles illusion but it is free  Grin

Gif: Not sure if it plays repeatedly.

Click to Play


Due to the large size I will not post image here but instead link it

http://i.imgur.com/FTpFzGO.jpg

That is if you want to look at the sheet.

Offline davidc

Senior Devvie


Medals: 5
Projects: 2



« Reply #29 - Posted 2013-03-18 11:25:12 »

I like the idea of this, but I think I'm doing something wrong. Do I need to provide my own images for particles? When I punch in the same details you have in your screenshots I just just large squares being pumped out. Also, the options under the "Example" menu don't seem to have any effect.
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