Phizzy made a good example of special effects, mainly explosions and screeshakes but some 2d water effects too.
I don't think any of them require the alpha channel object,
it's just creating small animations and quickly deleting them again with a bit of movement.
Originally Posted by Captain Andyman MMF2's object limit is 20,000 lol
Lol, it's only close to 1,000. Try it. It locks up at around 1K events, unless most of them are deactivated.
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.
Hmm, I've got about 1800 events minimum in my game and it doesn't lock up. I doubt they're all running at once though. Don't think I go over 500 objects.
Oh, lol, sorry, typo. I meant 1K objects. Heh, I remember the good ol' days back when 1024 was the event limit. If CNC displayed any more, it crashes, or so I heard.
On the topic, I just found a nice particle thingy from Nifflas from the Clickteam website.
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They use 33% more memory than a normal image actually, because it's an extra channel in the image along with R, G and B. Best way to do effects is just bouncy ball movement + random speeds and deceleration coupled with scaling and fading effects.
I don't think I've ever gone over 400 objects unless it was a really extreme effect / a lot going off at once.
I thought this topic died... But, since it's alive again, I'd like to ask a question. Does it seem weird for me to not care how much memory my game takes? I must be odd, but I always thought bigger files and more memory had a sort of awe-inspiring effect. (heh, don't start saying things like, "Just a-cause it's-a big doesn't mean it's awesome. Guh-HEH!" I know that. ) People speak of optimizing their games, and not only do I not see how in the world would you do that to a game, (Unless it was a specific section of code that had a better alternative) I don't really understand why...
Use up to 50 objects with circular White->Yellow->Red->Black gradient and the additive effect.
In events give it a decreasing speed in any angle (randomly) and use the scale functions.
You may also want to include an animation that makes them go darker (Results it fade out effect).
This results in quite an awesome explosion effect that can be changed to other effects such as Fire with some events.
EDIT: Btw, that Effect folder is from the HWA beta.
The unique object limit is 10000 in MMF2 (Should be enough for everyone, really ) and the total object limit is 20000.
2 "Active Object 1" and 3 "Active Object 2" are 2 Unique objects and total 5 objects.
Originally Posted by Phizzy 'Where's the particle effects button?' seems similar to the people who were seriously asking for the 'make my game for me' extension.
Lol, I know. But seriously, there is this particle effects extension thing which led me to believe that there's a button for it just as there's an option for transitions
@LIJI: Haha, I'm hitting close to the 500 unique objects mark, which is seriously making it hard to read my code. But I find that the game doesn't really function well with about 600 objects on screen. Guess I have to refine the code or something when I'm done.
I'll try the White->Yellow->Red->Black gradient thing
Disclaimer: Any sarcasm in my posts will not be mentioned as that would ruin the purpose. It is assumed that the reader is intelligent enough to tell the difference between what is sarcasm and what is not.