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Looks nice! :D

A topic by JJHaggar created Sep 03, 2018 Views: 154 Replies: 5
Viewing posts 1 to 3

BlastFX looks pretty cool! :D do you plan on adding even more features?

I recently bought a similar program so I'll have to amortize it first, but I'll have an eye on this one :)

Developer

Thank you! Yeah, more features will be coming, and I'm open to suggestions if you have any :)

That's great! :D

Since you asked for them, I Have a pair of ideas / suggestions ^_^
-A (configurable?) number of "undos" would be the most important to me. Ctrl+Z is my friend and I feel lost without him XD
-More export options would be great, like png sequence or animated gif.
-More "import" options to use animated textures for particles, not just spritesheet, but also png sequence or animated gif.
-More motion types, like linear, or following a path drawn by users, and also predeterminated paths, like circles, triangles, etc. would be great.
-I love the idea of using nodes for effects :D A new node for resizing (with option to choose between bilinear/nearest neighbour, maybe?) would be cool, that way the output would be more configurable without needing to change lots of parameters.
-Having separated effects for each emitter and being able to copy effects from one emitter to another one would probably be another nice feature.

And that's it, I've run out of ideas XD I hope you can use some of them ^^

Developer

Thanks for the feedback!

Undo/Redo is planned, I'll begin working on that soon

Image sequence export is currently being worked on, animated GIF will come after if I can find a library to handle that stuff interally (I want to avoid bundling the tool with extra software like ImageMagik for example)

Importing PNG sequences should be doable, importing animated textures maybe, but it kinda depends on the above library I guess.

Paths are planned but I haven't decided the best way to handle them yet, pre-made shapes should be possible too.

As for the effect nodes, they use shaders to do the image processing, so in some cases they're somewhat limited. Resizing maybe tricky (or impossible) due to this, but I can look into it. Can you explain why you feel you would need a resize node? When you export your animation, it's possible to specify a scale to shrink the image by (enlarging isn't currently implemented, but could be) so I don't know if this would still be relevant or not.

Having separate effects per emitter isn't possible as all emitters are drawn to the same image and then the effects are applied to that image. It would be bad for performance (and your video memory) to have effects operate on each emitter individually unfortunately.

It's nice to hear about the Undo/Redo! :D

If you can import/export png sequences that's enough for me, I don't care too much about animated gifs :)

I've tried rendering after changing the Output Scale but I fear I couldn't see the difference ^^U  I tested 100% and 10% so the difference should be clear, maybe it only works in the full version?

If you can't have separate effects per emitter that would be a pity :(  If the effects aren't separated you cannot choose a palette for each of them, wich I think it's totally necessary (for example, you could choose a palette for explosion and another one for smoke, etc.). Couldn't you maybe draw each layer/emitter to a different image, then apply the effects individually, and finally show those images combined?  I think this is a really necessary feature.

Developer

Exporting PNG sequences is now implimented, importing them still needs to be worked on. Animated gif stuff is proving to be a bit of a pain, but I haven't given up just yet.. I'd like to at least be able to save as GIF if only so it's easy to show off effects easily on twitter etc.

The output scale only affects the exported image, so it's not noticeable in the demo version. I should probably make it a bit clearer.

I'll think about the individual emitter effects a bit more, but I can think of quite a few technical issues that  could well get in the way. In the mean time, if you add palette colours that are close to the colour ranges each effect uses, then you can still achieve the effect you want. The provided explosion examples (in Examples.zip) show fire + smoke in this way :)