one thing i do for the particle colors instead of checking each number manually, I set a "age_max" value for the particle, then look at the % progress of the age for color manipulations. Like if age / age_max < 0.2 (aka 20% of the way), set color, then if 0.5 (aka 50% of the way), set another, etc. Its more versatile this way
There is so much useful information in this video, I've found myself coming back to it again just to reference how to implement particle effects in lua for my love2d project. Thank you for continuing to make these valuable resources for us.
I LOVE that you used sparkster as reference for sprite explosions! Nobody ever mentions this game or rocket Knight! I'm progressing btw, I took your advise and started over and took it slowly. I'm understanding it more and more, and I'm loving this so much! Thank you!
I usually add two helper functions to my projects: one that returns a random float from a given range, and one that returns an int. Because you end up using these calculations so often...
14:30 Well done educational-purpose cart! It's even animated when changing its range. What an attention to detail 💛
I really think so.
The variables are easy to understand and visualize.
13:37 beautiful visualisation
and beautiful time code xD
one thing i do for the particle colors instead of checking each number manually, I set a "age_max" value for the particle, then look at the % progress of the age for color manipulations. Like if age / age_max < 0.2 (aka 20% of the way), set color, then if 0.5 (aka 50% of the way), set another, etc. Its more versatile this way
There is so much useful information in this video, I've found myself coming back to it again just to reference how to implement particle effects in lua for my love2d project. Thank you for continuing to make these valuable resources for us.
I'm so happy that I found this channel. Very relaxing to watch. ❤️
Glad you enjoy it!
I LOVE that you used sparkster as reference for sprite explosions! Nobody ever mentions this game or rocket Knight!
I'm progressing btw, I took your advise and started over and took it slowly. I'm understanding it more and more, and I'm loving this so much! Thank you!
Your tutorials are the best!
Very nice! For shortening particles, I like using "ptc" "ptc_list", ptc_draw, ptc_update, etc.
Great tip!
[3:40] One method for coming up with abbreviations is to drop all vowels from the word. So, PRTCL(S).
Hmm. Maybe. But that kinda reads like PROTOCOLS to me.
Well, now that you said it, I can't unsee PROTOCOLS.
Epic episode's begin...
It's very funny to work with. The aliens will also end up shooting back and whatnot.
Oh yeah we're totally gonna have enemy bullets!
I usually add two helper functions to my projects: one that returns a random float from a given range, and one that returns an int. Because you end up using these calculations so often...
Yeah those seem like useful choices!
Another idea to tweak the particles: add the enemie's sy to the particles sy - it feels like the explosion keeps traction
Good idea to try!
How did you do the math visualization? Did you write your own script?
Yes, I wrote that in Pico-8
Maybe the explosion sprite you made could be repurposed to make rocket explosions in the future?
You can do that. But you can also make a smaller explosion using the same particle system. It's up to you.
I love your vídeos you are awesome
3:40 why not just call it particles?
I was looking for a way to shorten the variable because I will be using it a lot.
CLEAN!
Perfect!
13:37
What was that audio at 27:46? ua-cam.com/video/rf2Ikaxugdk/v-deo.html
Lou Bega ;)
You would save a TON of time by commenting the random X positioning of the enemies.
Leave them in the center while coding 😁
Ha, if I needed to save time with tricks like this I would probably cut out the start screen and spawn the enemies in the center.
Better particles speed calc without headache - (rnd()-0.5)*speed_mult
My P 🤭
👈👈😉