On Fury of the Furries there is a great particle exploding effect, you can see it at 5:40 on https://www.youtube.com/watch?v=OM5ZbpRbbsg when the furry hits the thorns. Is there a way of doing this in Fusion?
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On Fury of the Furries there is a great particle exploding effect, you can see it at 5:40 on https://www.youtube.com/watch?v=OM5ZbpRbbsg when the furry hits the thorns. Is there a way of doing this in Fusion?
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I'd be happy if there was a shader or an extension that did this?
That would be great to see, if you could show me an example, since I'm new to fast loops. Is there any way of doing this based up the image of the active you are exploding or does it have to be particles that are totally separate from the active?
Thanks, that's a great idea @pbarwick is there a way of situating the actives so they are positioned beneath and below each other to form a shape similar to the item that's exploding?
I tried looping and it works for one explosion and a little more for another, as if the loop gets to the end and doesn't go again?
Is there a way of arranging each pixel and the loop working more than once?
If anyone has any ideas about how to setup a loop to create a block of actives that explode (using pinball movement, that's works) and then actually have the loop do this each time, I'd be most grateful!
I assume loops don't run out of objects they can create do they? Or do I have to add some kind of everytime trigger to the on loop statement?
loops won't run out of objecs,
but you may hit the object limit (frame properties - runtime options - number of objects)
you can see how many objects you have in the debugger
if you are hitting this limit (or do this anyway because you won't need that particles forever XD),
you can simply specify a "decay" time for your particles
i.e.
number of particles > 0
>>> add 0.5 to alt.val."decay" (the higher, the faster decay)
>>> set alpha blend coefficient to "decay" (this will make them fade away)
alt.val.decay >= 255
>>> destroy particle
Thanks! Yes, that might be it, what is the object limit?
It's how many total objects you can handle inside a frame,
past that number Fusion will behave erratically (bug out)
and you won't be able to create additional objects
You can raise that number, up to 20.000,
but you'd better keep it as low as you can,
because that will mean Fusion would allocate additional resources that would be wasted
Whoa Shcrodinger,
That's a great, easy fade code! Thanks. Do you think this could slow frame rate with the created particles?
Hey Emerson!
I think this should be pretty safe, even with a very high number of particles :)
@schrodinger is it possible to align each of the loop particle in a square or even a circle somehow (square would be easier probably) so they appear to come from a body rather than one point?
Yes,
you could even go as far as fitting the specific shape of the object,
and even making particles the same color
i.e. see this quick example:
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you can set the "granularity" in the particle engine object alt. values,
lower number will make smaller particles (but will increase objects created!)
if you want you can replace every occurrence of "active" in the event editor with a qualifier to make the code good for any other object you may have
this code is more intensive than making a predetermined square or a circle
(because it requires collision detection)
so if you run in performance issues and want to go with a simpler solution (square or circle),
let me know
WOW!! Thank you so much, this is really easy to read and learn from, I can't beliee this functionality is built into fusion!! Thanks again! :D
Hey @Schrodinger, if it wouldn't be too troublesome, would you be able to link to the information about your simpler solution? I am new to this software and I am trying to absorb as much info as possible.
Thanks for the Particle example, too!
The example above uses a "detector" (just a small sprite) to inspect the shape of the exploding object,
so you fire the loop in order to cover the whole sprite collision mask area,
and test with overlap where to create particles (where the detector finds there's non-transparent pixels below)
If you only need a fixed square shape,
you can simply fire the loop width*height (/particle size) times
and create particles on each loop iteration
without need to test the collision mask of the object below
For the circle, first steps would be the same as above,
except you'd have to skip some pixels left/right and it would be not extremely intuitive to do,
but there could be many solutions:
1) say you fire the loop to proceed with horizontal scanlines
you'd have to skip "cos(90.0/(Oheight/2.0)) * vertical loopindex" pixels from the center
2) angle and radius + sin/cos would be easier to do, but you'd easily end up with denser pixels towards the center and sparse against the edges
3) you could make a circular collision mask and use the example posted above X)
I second that WOW! schrodinger ur particle object crumble example is pure genius!!! :O
Really great example :) is it fully compatible with other runtimes? (ios/android) i tried to do the same thing, but used "replace color" and ran into issues.
Edit: tested on Android, works perfectly! this is awesome!
yeah, the "replace color" function is a bit funky on ios. i'm still battling with clicktream about it XD
I just accidentally deleted my post earlier in this thread when trying to edit it to correct a spelling mistake. Sorry if that confuses anyone. The edit post page seems really broken on mobile to me, clicking anywhere on it seems to hit the 'delete' button :(
Thanks guys, glad you liked it,
I was thinking doing something like that (with some variation) in a game,
for some enemies creative disintegration XD
but I had still never tried up to now, it worked out nicely indeed!
Android handles RGB commands quite well, I've been using that extensively lately,
I'm glad it does because it can save tons of time for many things...
let's cross fingers for iOS support in the future!