BBX
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Posts: 6
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Post by BBX on Oct 16, 2014 9:32:22 GMT -8
I'm trying to get a good bomb poof going using the Effects Sheet. I looked at Famaze and Quest of Dungeons for a little inspiration, but they use the light smokey fade instead of the firey BOOM.... y'know?
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bv
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Post by bv on Nov 3, 2014 7:55:54 GMT -8
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BBX
New Member
Posts: 6
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Post by BBX on Nov 3, 2014 12:19:24 GMT -8
Well, I'll show you what I mean - I made a game and it's on the GameMaker Studio Workshop (not to plug my own game or anything, 'cuz it's just a clone) steamcommunity.com/sharedfiles/filedetails/?id=329916548I do have the megapack, but - like, I'm not terribly creative when it comes to effects animation, I'm much better with character animation. I even tried loading up RPGMaker, which has effect helper like timings, scaling, transparency, positions and durations, but I couldn't make anything cool.
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bv
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Post by bv on Nov 3, 2014 12:51:33 GMT -8
I managed to get a giant explosion stretched on the full screen with some "yscale" tricks, lol. I think the sprites are a bit too small for that Otherwise, I suggest you slow a bit the animation of the explosion (image_speed = 0.5 or less in GM, if you are using an object and its sprite) so we can see it better. Another way to make it a bit better looking (that will last longer), is maybe to duplicate it: create several small explosions on random coordinates over your ship, don't make them animate simultenaously, and that might look a bit better. I don't know exactly how you did code your explosion (just images in your ship sprite? separate object that you create at the position of your ship? draw_sprites in your draw event of the ship? real GM particles?), but I can help you with GameMaker, even if it's a bit offtopic on oryx forums. Here's a simple example of an explosion I use for a bazooka shot, by creating a separate object with the 4 sprites I highlighted above: In the create event: chrono = 0; image_speed = 0.2; //change this value to accelerate or slow down the animation In the draw event: chrono ++;
if chrono >= image_speed * image_number instance_destroy();
draw_self(); Ideal way to use it is for example to create this object in the destroy event of your ship: instance_create(x,y,obj_explosion) //the x and y are the ones from the ship, so the explosion will be placed at the exact same position as the ship
Or even better, randomize 3 explosions coordinates and durations in the destroy event of your ship: with instance_create(x+irandom(sprite_width)-sprite_width/2,y+irandom(sprite_height)-sprite_height/2,obj_explosion) { chrono = 1/image_speed; image_index = 1; } with instance_create(x+irandom(sprite_width)-sprite_width/2,y+irandom(sprite_height)-sprite_height/2,obj_explosion) { chrono = 1/2*image_speed; image_index = 1/2; } instance_create(x+irandom(sprite_width)-sprite_width/2,y+irandom(sprite_height)-sprite_height/2,obj_explosion)
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