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  How do you show blood? [STAY AWAY IF QUEEZY]  (Read 6345 times)
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Offline wessles

JGO Kernel

Medals: 312
Projects: 4

All coding knowledge will be useless at peak oil.

« Posted 2013-08-04 22:36:21 »

Ok, so, in my game, you can see how lame the blood is. Just little blocks of red. So while thinking about how to redesign blood, I thought of asking how everyone else does their blood! So how do you do blood? It would be great if you could show a picture.
My current blood:

I know, it sucks. But then, that's why I came!

Offline theBasicMelon

Junior Devvie

Projects: 2

« Reply #1 - Posted 2013-08-04 23:20:19 »

I don't have persistent blood splatter on the terrain in my game, but I do use a particle splatter effect.

The particles have semi-random size and colour and they all fly in random directions.

I think its the randomized colour that makes it work. Kind of breaks up the shape a little.

It might not end up being gore in the end. Depends on how kid friendly I'm feeling.  Wink

Edit: Just remembered this screen shot. There isn't a lot of blood here but the yellow particles follow roughly the same logic.

Offline Jimmt
« League of Dukes »

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Exp: 6 years

« Reply #2 - Posted 2013-08-04 23:58:31 »

Just make the "blocks" smaller and spawn many of basically particles.
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Offline wessles

JGO Kernel

Medals: 312
Projects: 4

All coding knowledge will be useless at peak oil.

« Reply #3 - Posted 2013-08-05 00:12:38 »

Yeah, I tried that, but it lagged the game sooooo much. Literally. Went from 60 to 25. How would I make them efficient? I also was thinking about having this:

You know, a splatter. Then you would need some deformation of the particles themselves. Also, you could use an image for bits of blood. Or you could draw like in this, with it drawing circles of blood in intervels of millis. So many possiblities. Just want to see what other people do.

Offline deathpat
« Reply #4 - Posted 2013-08-05 00:13:13 »

For daedalus I don't use a lot of particles but each particle texture contains several blood drops. And I have 4 different textures, that I choose randomly when creating the particle.

Here are the 4 textures I use:

each texture is 32x32. I also have flesh particles to add a bit of gore Smiley

Here is a result ingame:

work in progress : D A E D A L U S
Offline ReBirth
« Reply #5 - Posted 2013-08-05 00:18:10 »

I think the particles' move direction is not completely random. For example if you're being stab/shoot from from the there is huge splash from back going further, and from from front (hit point) but lesser and not long.

Offline Phased
« Reply #6 - Posted 2013-08-05 03:44:27 »

For my blood texture, I really just googled an image, found one that looked alright, I could modify it to make it look a bit better, but it does the trick.

Like ReBirth mentioned, if you want it to be more accurate, you want to make it go in the right direction, mine is just random, starts from the player, and gets pushed out, It doesn't move for very long, and makes it look like its been pushed out a little.

To increase performance, you could check to make sure the blood is within the players view before rendering it, you could make the image fade away / disappear after a certain time, or after the player moves away from its view.

My game is pretty much the same concept as yours, so if you look how I do it, you may get a idea to improve it:

My Game
Offline HeroesGraveDev

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« Reply #7 - Posted 2013-08-05 05:05:49 »

For Guardian II (and related), I just throw particles out at random angles, and then apply gravity.

It disappears within a second, but is a nice effect to show a hit. Could probably do better by changing the angles for different kinds and directions of attack.

If your performance is suffering, I'd say you have a problem somewhere else.

Offline gouessej
« Reply #8 - Posted 2013-08-05 10:00:48 »

For my blood texture, I really just googled an image
Have you checked whether you're allowed to use this image?

Offline Opiop
« Reply #9 - Posted 2013-08-05 10:46:03 »

Considering he's not selling his game, its probably fine. The creator of the image will most likely never see the game and even if he does, he will most likely not care. People need to stop worrying.
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Offline Phased
« Reply #10 - Posted 2013-08-05 11:07:45 »

I have had the texture for like a year or longer, If i remember right, it was on one of those free art sites.

and exactly what Opiop said, its not going to be used anywhere else then on here, and for my assignment, If I am going to sell a game, I would ask a friend to make them for me.

I am sure about 70% of the games in WIP, or more on this site, has at least one image that was found from google, another game.
Offline Jeremy
« Reply #11 - Posted 2013-08-05 11:47:56 »

There are tons of open source free graphics assets at . No need to use assets you haven't got the rights to.

Here is the open blood effect I am using (you're allowed to alter them):

Just open up photoshop(or pixlr\gimp which is free), add red (color overlay) maybe do some basic effects and you're done. They have tons of assets there, not just blood effects.

JevaEngine, Latest Playthrough (This demo is networked with a centralized server model)
Offline wessles

JGO Kernel

Medals: 312
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All coding knowledge will be useless at peak oil.

« Reply #12 - Posted 2013-08-05 19:53:26 »

All nice images, really. I tried that for the promo pic here, and pixelated it. It was awful, so I just decided to sprinkle little bits of blood everywhere behind a zombie. That is not in the game, but just for show. It could be a start. I could make a pixelated image port of it, without tools. Just from eye. And then, they can go in the direction of the blood. I guess i'll do that. All of the images won't help by themselves though... My game is low res!
Thanks everyone!

Offline lcass
« Reply #13 - Posted 2013-08-20 23:23:13 »

for blood maybe do an animation then a selection of splatters of which one is picked. so setup an animation with multiple frames for the actual blood splatter animation then when that is over place a splatter on the floor of a random splatter texture.
in pseudo

int framenum = 4;
Animation bloodsplatter = new animation(framenum);
private image splatter1 = new image;
private image splatter2 = new image;
private image splatter3 = new image;
private image splatter4 = new image;
private image[] groundsplats = new image[20];
void setupanimation(){

void groundsplatsetup(){
       for(int i = 0; i < groundsplats.length;i++){
                groundsplats[i] = sprite.getimage("/effects/blood/splatter+i+.png);
void splattereffect(){,y);

hope that helped. shouldnt be too hard to set up some of those methods you would just need an animation handler and a way of rendering them.
Offline namrog84

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« Reply #14 - Posted 2013-08-20 23:49:37 »

Yeah, I tried that, but it lagged the game sooooo much. Literally. Went from 60 to 25. How would I make them efficient?

Perhaps your original idea was actually correct, but maybe there was something causing that lag?
I recently added death effect to my game and had about 200 or so particles go into the physics box2d and at first it lagged hard.

It wasn't until I realized that I was checking some collisionLists and was checking the particles against a bunch of things they shouldnt be. Especially in box2D with 'getFixtureA()'  being called (thousands of times) lagged my game out hard.

When I filtered out the particles, the game never even flinched, even at 100x the amount of particles.

How were you handling it that caused the lag?
Unless you are aiming at a very low end system(mobile), a few hundred, or even a few thousand particles shouldn't be much of a problem at all.  However when dealing with many particles, its easy to overlook an expensive method call.

Also your current blood doesn't look so bad, I would make the blood pieces much smaller, possibly circular, and have many more of them. Perhaps 1/10th the size and 10x the amount,  so overall its about same, but itd look much more like splatter

"Experience is what you get when you did not get what you wanted"
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