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Particle designer game maker tutorial
Particle designer game maker tutorial







particle designer game maker tutorial
  1. #Particle designer game maker tutorial android#
  2. #Particle designer game maker tutorial code#

The other downside is that for a lot of people, the math is harder to figure out than simply drawing out a brute-force animation. Try to avoid over-using calls to trig functions, because they are computationally more expensive than most math functions.

particle designer game maker tutorial

The downside is that the math computation can get expensive if you have a lot of instances using it in the game.

#Particle designer game maker tutorial code#

As well, the code for math-defined approaches takes much less memory, meaning your executable files will both be smaller and use less RAM. With math-defined motion, you have a great deal of flexibility, and you can adjust the behavior at runtime by varying the equation or the inputs. The downside is that it is time consuming to create animations, and they are not very flexible in terms of adjusting the motion procedurally. With an animation, you can get very precise positioning and motion, and at runtime it is cheap to play the animation compared to performing math functions. There are advantages and disadvantages to both approaches. Wave motion may be accomplished by “faking it” with a sprite animation, but it can also be easily created using trig functions. Wave motion faked through animated sprite.

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  • Int xPosRange, int minSpeed, int speedRange,įor (int i = 0 i < video games, programming, the internet, and stuff Public ParticleSystem(int startYPos, int startXPos, They would also be given a random speed, within the speed range specified. The particles, when they reached the top of the screen would be removed and replaced with a new particle at the bottom of the screen at a random x position. This first effect would have every particle starting at the bottom of the screen and shooting upwards to create a wind like effect. This class took in a starting y position, a starting x position, an upper bound for the x position, a speed, an upper bound for the speed, number of particles, and the bitmap of the particle. The first class I created was ParticleSystem. I also wanted to make whatever I built to be reusable so that it would not be hard to create the effect for the player colliding with another object. The first effect I wanted to accomplish was for something in the background that would make it seem like the sky diver was falling.

    particle designer game maker tutorial

    I figured at this point that I would just give it a try myself, while looking at one of the OpenGL examples for some guidance.

    #Particle designer game maker tutorial android#

    There were plenty of great websites involving particle systems for use with OpenGL, but none if you were just working with the regular android graphic library (which I am currently).

    particle designer game maker tutorial

    I had not built any animations or effects that helped give the user the feeling of falling or feedback when they collide with an object so I went on a Google hunt for an android particle system tutorial/example/library that I could use. I’ve been building the Android version of the game and got the basic game play completed, but the game was looking flat. The game’s main experience involves the player sky diving in different levels, where they need to avoid harmful objects in the sky, like birds and planes, while collecting coins. Currently Yeti is working on a cross platform mobile game called Ripcord.









    Particle designer game maker tutorial