I'm having to prepare a demo for EGX in October, so I imagine I will release that demo online shortly afterwards :)
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Thanks for the project file, it took me a while to figure out what was going wrong (been a while since I've worked with my own software!) but here's what you need to do:
Output Frame Count = Output Frames Per Second x Emitter Lifetime
So in your case, your emitter lifetime is 2, your desired frame rate is 16, so your output frame count should be 32
That should give you a seamless loop. I'll try and change it so that those settings are updated automatically when you enable seamless looping, as a lot of people keep running into this problem (understandably).
The delay capture thing is a bit of an ugly work around for a bug I haven't been able to solve yet, but I think it's more to do with the engine I'm using. Hopefully I'll be able to avoid empty frames without relying on that eventually.
Hope this helps!
Sorry to hear your having issues, the seamless looping is a little tricky sometimes.
Could you possibly upload your project file somewhere so I can take a look at it? That'll probably be the fastest way for me to diagnose the problem
Thank you! Yep, managing the scope of the game is super important (still not sure if I've bitten off more than I can chew, but I guess we'll find out) and I think having at least one other person to work with must be super helpful too. Unfortunately I don't have that luxury at the moment, although that's mostly down to me wanting to do everything myself (bar the music, which is still out of my skill range currently, but one day...), but maybe that'll change if I find the right person to work with.
Thanks man, you're absolutely right with everything you said! Sometimes it's hard to look past a finished product and realize the amount of time and effort it took to get it to that state. I'll keep working away at what I've got and hopefully it'll work out. I've gotten this far by doing that!
Also, great work on Fight 'N Rage! I bought it a while back on Steam and it's very impressive and professional. Feels just like a real arcade game :)
haha, not at all! It was a good reminder that I hadn't actually used the dev blog since opening it.. :)
I do enjoy the concept of game jams, but it usually takes me too long to think of something and I end up getting frustrated with myself!
I definitely think releasing some kind of public test/demo will help me, at least then I'll be able to get a general idea of what I'm doing right/wrong
thanks! Yeah, just talking about it on here felt good. I definitely need to get out of my personal bubble with this stuff and stop being afraid to show others and get their feedback. I always want to do everything myself, but I think everyone needs a hand sometimes.
I understand what you mean now. I've had a quick look into it, but it turns out it's not as straight forward as I hoped, so I'll need more time to think of a good way to implement it without breaking anything else
I'll see if its possible to allow frame-by-frame rendering in the live view, in the mean time you should be able to render the animation and then view each frame in the preview window that pops up.
For the pause, have you tried the delay option under the general section? Not sure if this is what you're looking for, let me know if it's something different you're after
Oh I see what the problem is now, I accidentally included the files twice in the zip file.. :)
You've probably got a folder structure like this:
If you go into the Windows folder, you'll see blastfx.exe again, run that version and it should work okay. I'll get the zip files fixed later
Oh interesting, I think the problem is probably with the texture filtering getting disabled on the duplicated emitter (this can be enabled/disabled in the texture section), but I'll look into it :)
no problem! Honestly the texture loading/selection stuff can probably be streamlined a bit better, I'll be looking into that soon. I should also have an update in the next few days with a few new features :)
There's no restrictions other than saving the final rendered animation. I've just tested with a 1024 x 1024 png and it seems to work okay. When you say it doesn't show up in the folder, do you mean it's not showing up in the file dialog, or in the texture browser?
When you press the 'Select texture folder' button, that will prompt you to select a folder that contains your textures, this dialog won't list any textures itself, it's only for selecting a folder. Once you've selected a folder, any textures in that folder should be listed.
If you're still having issues, feel free to link me to the image and I'll see if I have any problems loading it here
I've just added some steam keys, so you should now be able to request one from the original purchase/download link you received :)
I believe I have improved the issue for the next version, but it won't be completely fixed until the engine I'm using has it's render texture stuff updated (it's to do with pre-multiplied alpha)
I was wondering when this issue might pop up :D
I've just issued another build (newer than the duration fix) and it will resize the contents of the window to fit. It's not a perfect solution as it actually scales everything which makes it harder to read, but I tested it at your resolution and I believe its usable until I figure out a better solution. Part of the problem is the two large 512 x 512 preview windows at the top, they can't currently be resized but I will see if there is a way around this.
Hmm, you're right it doesn't seem to be doing anything even if I set it to a high number. I'll take a look at see what's going on. What it should do is switch off the emitter once that amount of time (in seconds) has passed, as long as the repeat option is disabled.