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Pixel Fx Designer

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

some issues

A topic by david_kay created Oct 23, 2019 Views: 240 Replies: 4
Viewing posts 1 to 5

Really nice tool in general! I have some problems though:

- Something is wrong with RNG in render mode. It looks good in preview but when it renders the animation most of the particles are going in the same few directions. 

- it feels like the burst doesn't work correctly - it should spawn all particles in the same time. Instead it spawns them one by one. Maybe I'm missing a feature. 

- The app starts lagging very heavily when the color tab is on.

- Setting up sprites as particles breaks the animation - basic options like rotation, scale, life don't apply anymore.

"- The app starts lagging very heavily when the color tab is on."

You use laptop? Be sure you're using the main GPU not integrated, it shoiud fix the problem.

To other questions i sent to CodeMany who can reply better

the GPU fix did help, thanks!

Developer

Hi there!

· Something is wrong with RNG in render mode. It looks good in preview but when it renders the animation most of the particles are going in the same few directions. 

It's a necessary evil so it can be seamlessly looped, it's more noticeable on shorter renderings. It should get improved at some point.

· it feels like the burst doesn't work correctly - it should spawn all particles in the same time. Instead it spawns them one by one. Maybe I'm missing a feature. 

There's an option in the "Basic" tab called "Particle Number", I think that's what you are looking for.

· Setting up sprites as particles breaks the animation - basic options like rotation, scale, life don't apply anymore.

Built-in particles and sprite particle don't share some configurations, this is something that is on the roadmap and one of the first things to be reworked after bugfixing.

Thanks for the reply! Yeah it makes sense that looping animations would have some limits. but the same RNG issue happens with single burst animations that don't loop at all.

Ah, You're right - increasing the particle number value works. I thought it works the other way around and I was increasing the burst particles instead, my bad!