Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

[Competitor feature] Effect Presets

A topic by Clovelt created 33 days ago Views: 97 Replies: 2
Viewing posts 1 to 3
(3 edits) (+1)

Heyo!

Kudos on this app, it's genuinely groundbreaking in gamedev for a lot of us.

I wanted to make a case for effect presets in the context of their use in Software like Spritemancer or Juice FX, which are currently dead and partly non-working projects. I think a huge factor for its explosive popularity initially is that it supports a library of drag-and-drop effect racks that let you apply a baseline first, instead of having to start from scratch with each element. 

What are they?

You click a preset, and it applies animation node data to X properties starting from the playhead position. That's it!


Before/after applying a "squash" size animation.

Proposal overview

In Pixelover, I'd imagine it as a new menu folder next to shaders called Effects/Presets. Like in After Effects, it would let you apply presets to the current object like a fade out, but in the spirit of gamedev software like Spritemancer it would be more complicated effects like easing+tint for idle, walking, hit, attack effects... These are a great baseline to get a feel for a character's actions before drawing new poses for example.

With the possibility of adding to this feature the automatic creation of objects, lots of ideas come to mind, like an explosion effect that eases+tints the object, then creates two particle objects on top that activate after X seconds, or an animated cooldown timer that gets added over the object.

If this existed, I'd be constantly making presets and putting them in categories like "Easings" (squash, stretch, loopSquish...), "Impacts" (hit, dead, explode...) and swiftly using them in my projects.

Why add this?

I could really see Pixelover become a more casual application after this addition. Hop in, add a sprite, apply a preset, tweak it and export. Currently this is possible and the UX is overall super good, but gamedev can get really overwhelming and tedious so every bit helps. Also:

- Tweening and tinting take time to code and can become expensive on big scenes, and layering other effects would make baking the only option.

- I'd bet that a resource creation community could come out of a feature like this. I'd definitely be uploading my preset folders for others to use.

- Spritemancer and JuiceFX have been incredibly profitable and there is a gap in the market for a feature like this, as both are on hiatus/dead.

Cheers!

(+1)

Hi! Thank you for your feature suggestion. Yes you are right, it is currently missing the option to load presets especially for animation related properties. Adding this would be essential for saving a lot of time.
One thing which need to think about is how to make these presets adaptable, since changes like position or scale can depend on the size of the object the effect is applied to. But with good import/export system I think we can make the presets flexible enough to adjust it.
Thank you again for your feedback, I'll definitively add this feature in the roadmap.

(+1)

Thanks a lot for your response, and good luck with development :)

Other softwares don't complicate themselves at all, when exporting a preset they just calculate relative changes to that object so when applying it, it uses the offsets, in which case there is no need to change the UI/UX of the program. But I'm sure that you'll have your own very elegant vision if you decide to work on this feature!

Thanks a lot again for Pixelover!