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Found 6 results

  1. Hi guys, I'm trying to add Phaser particle system plugin to my starter project. I've bought the ParticleStorm yesterday and thought it would be practically self explanatory to add it to the project. But it was not that way I really hope you have any idea or could give me any tips, how can I come closer to the solution. It seems that I really lack knowledge about Webpack + Npm/node modules Let's start at the beginning. I bought the system, and got a package which seems like a module, so I've copied the complete project folder inside my node_modules folder. I've tried to manually install the package npm install -g phaser-particle-storm or npm install -g ./phaser-particle-storm, but I get "Could not install from "phaser-particle-storm" as it does not contain a package.json file. (ERR ENOLOCAL)". I moved further, thinking maybe I do not need to install it, so I've added path to particlestorm.d.ts into tsconfig.json. And then I've tried to add the module to Phaser.Game.PluginsManager like this: this.manager = this.game.plugins.add(Phaser.ParticleStorm);. And because phaser.d.ts has this line of the code at the beginning of the file declare module "phaser-ce" { export = Phaser; }, I think that it wants to look after the ParticleStorm inside phaser-ce.js or even phaser-split.js (do you know maybe whats with that split variant? ). My next try was then to add something similar to the particlestorm.d.ts, like declare module "phaser-particle-storm" { export = Phaser.ParticleStorm; }, and then in my class I have an import statement import * as PStorm from 'phaser-particle-storm';, but then I get a complain, that it can not find the module. Adding particlesstorm.js and particlestorm.d.ts scripts inside my project did not result in any success. I would like that the plugin would be part of the project like Phaser game engine is. I have no clue in which direction do I need to go from here. Obviously I'm missing something.
  2. So i bought the Particle Storm Plugin to get more Particle effects and stuff, pretty awesome... but i'm still a newbie in terms of Particle Emitters and how to produce the best result with them. So many variables and options that by slightly changing them can change the result a lot. I'm trying to add a little smoke/dust trail behind my character when i start running. Sounds simple, huh? So i made a plain squared white 20x20 texture to use it as the particle asset. this.manager = this.game.plugins.add(Phaser.ParticleStorm); let dust = { image: 'dust', blendMode: 'NORMAL', lifespan: { min: 100, max: 200 }, scale: { min: 0.3, max: 2 }, vy: { value: { min: 0, max: 0.1 } }, vx: { value: { min: 0, max: 0.1 } }, rotation: { value: 0, delta: { min: -2.0, max: 2.0 } } }; this.manager.addData('dust', dust); this.emitter = this.manager.createEmitter(); this.emitter.addToWorld(); Then inside the update() function, i track my character's position, is not properly done, though... since it's quite offset. But is just to try it out first. this.emitter.emit('dust', this.x, this.y - 10, { total: 1, frequency: 600 }); The problems i'm encountering is that it feels like particles are going way too fast. I couldn't find a way to slower them down, tried using `frequency`, but emits soo many particles per second that is unrealistic for this specific scenario. I would like to emit for instance, 3 to 5 particles at once, make them rotate a little and change their size (scale) ... with ofc short lifespan otherwise trail will be huge. Another good idea (probably) would be if they kinda fadeOut while lifespan is about to finish. Any help is appreciated.
  3. Hi Everybody! I want to present you my Particle Editor I created in Electron using Phaser and the Particlestorm Plugin. On a Project I'm currently working, I want to have some Particle Effects for my Level Design, but tweaking the Emitter Settings in the Editor, starting/reloading the Page to see the result, felt really cumbersome. So I decided to brush up my Electron Skills (which I also need on the Project ;)) and create my own Tools. The Particle Editor is the first Tool I will share with you, but a Physics Editor will follow (Collision Shapes with Box2D and such). Enter the Particle Editor: http://didgin.com/#/downloads Download from my Webpage Currently available for Mac and Windows. (If you need help, please ask) Please remember! The Software is Version is 0.8.2a, so many Features are planned. So please tell me what you think, what you miss and what Ideas you might have for it's development. I'm always interested to see what you create with my Stuff, so feel free to share Hope you like it! Hafgandil
  4. Phaser CE v2.8.0 | WebGL I have a game with lots of enemies, and each enemy needs to shoot out blood particles when attacked. My problem is, my world size is much larger than the size of the emitter bitmapdata that ParticleStorm creates. I tried making it larger, but that caused extreme lag. Then I tried making an emitter for each enemy, and moving the x/y coordinates of the emitter's display to the enemy's location: this also caused heavy lag after just 2 or 3 emitters were created. Any ideas on what I can do to have enemies emit particles across a large map (1920x1920)?
  5. Hey All, So im using the pixel emitter: this.pixelEmitter = Config.particleManager.createEmitter(Phaser.ParticleStorm.PIXEL); this.pixelEmitter.renderer.pixelSize = 2; this.image = Config.particleManager.createImageZone('heart'); this.pixelEmitter.emit('basic', 1200,0, { zone: this.image, full: true, spacing: 2, setColor: true });And my canvas is 1280x640 with a scrolling tilemap, but everything will get clipped after the coordinates exceed the original canvas size 1280x640: How can i prevent this and use the emitter in the whole map?
  6. Hey all, When using a blendmode on a particle the blendmode will get applied to everything on the canvas, player sprites , tile map etc. is this the expected behavior? i want to have it applied only for the particle image someone knows how to do this?
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