Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Pixel Fx Designer

Design pixelart effects and render them to .png sprite sheets or .gifs · By CodeManu

Rendering Burst only?

A topic by Slyddar created Sep 17, 2018 Views: 808 Replies: 6
Viewing posts 1 to 6

I know how to render the animation playing, but can't figure out how to just render a burst only. Is this possible, and if so please advise how I can do it.

Me too. I think this feature could be optimized since I'm guessing a lot of users would prefer to render one single burst like explosions. Also could need an updated tutorial!

(1 edit) (+1)

Yep, tutorial in progress ;)

(+1)

For that you need to set the delay start in particles close to finish.

I will do some tutorial about it due is some tricky!

(+1)

Here is a tutorial that how create a explosion, that is just a burst if is what you want to do:

Thank you very much for the tutorial @Kronbits :D

(I hope in next ones you also add a voice over, or/and subtitles, or at lease some kind of "click feedback" so we can follow the tutorials easier, anyway good job)

I followed the video and set Frames = Burst Particles = 3 (not sure about the exact relationship between Burst Particles and Frames, I assumed I was created 1 Burst per frame, but I also have a setting Particle Number = 10 which must not be taken into account by the Render simulation), and Post-Frames a very long time (1000). But it wasn’t enough. Post-Frames tooltip says “The renderer won’t stop until this frames have passed or no more particles are alive.” The negative-or formulation is a bit misleading, I believed it meant it takes the Maximum of Post-Frames and lifetime but apparently it takes the minimum, fine. But even then, the renderer stopped very early. Also, few particles seem to be spawned.

Increasing Frames to a number like 8 creates a longer animation, but forces more particles to be spawned at the start.

In other words, I have to way to really get the same result as Burst:

  • spawn many particles on start, but for a brief moment (Particle Number = 10, Burst Particles = 3; not sure if that means I’ll create 30 particles over 3 frames, but it matches what I want)
  • render this until all particles are dead

Here is a GIF comparing myself manually pressing Burst several times, and the Render for 4 Frames, for instance. The Burst still looks cooler for subtle reasons, I think particles have more “holes” between them so the FX is less chunky (I’m looking back at the comparison and it strikes me less now, though). It’s also possible that the Randomness gives me the impression of Burst in editor having more variety than the Render, which must have a fixed seed…

In any case, I think a checkbox to Render Burst would be very useful, as there seem to be no direct match between Frames settings and