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?
I 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.
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:
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: