so this is what it looks like in game right now, because i finished it already.
but there might be a better place to show this off.
but i really like how this all looks.
there are two bits of particle ffects here, one for the light bit, and one for the magic bit.
here's the code for the light bit:
///the light bit
c_lampelightblue=make_color_rgb(60,188,252);
//particle system
part_light_sys = part_system_create();
part_system_depth(part_light_sys,0);
//particle
part_light = part_type_create();
part_type_shape(part_light,pt_shape_flare);
part_type_scale(part_light,1,1);
part_type_size(part_light,18,20,0,0.1);
part_type_color2(part_light,c_lampelightblue,c_lampelightblue);
part_type_alpha1(part_light,0.1);
part_type_life(part_light,1,1);
part_type_blend(part_light,1);
//particle emitter
part_light_emit = part_emitter_create(part_light_sys);
part_emitter_region(part_light_sys,part_light_emit,x,x,y,y,ps_shape_ellipse,ps_distr_gaussian);
part_emitter_stream(part_light_sys,part_light_emit,part_light,1);
and here's the code for the magic bit.
///the magic bit
c_lampelightblue=make_color_rgb(60,188,252);
c_lampdarkblue=make_color_rgb(60,288,252);
//particle system
part1_sys = part_system_create();
part_system_depth(part1_sys,1000000);
//particle
part1 = part_type_create();
part_type_shape(part1,pt_shape_flare);
part_type_scale(part1,1,1);
part_type_size(part1,0.25,0.35,-0.005,0.2);
part_type_color2(part1,c_lampdarkblue,c_lampelightblue);
part_type_alpha2(part1,0.75,0.25);
part_type_speed(part1,0.1,0.3,0,0);
part_type_direction(part1,0,359,0,0);
part_type_gravity(part1,0.2,90);
part_type_life(part1,room_speed*0.5, room_speed);
part_type_blend(part1,1);
//particle emitter
part1_emit = part_emitter_create(part1_sys);
part_emitter_region(part1_sys,part1_emit,x-10,x+10,y-10,y+10,ps_shape_ellipse,ps_distr_gaussian);
part_emitter_stream(part1_sys,part1_emit,part1,1);
and i learned everything from this video.
tomorrow, i'll, i don't know i'll start making the intro level.
the hubworld is pretty much done except for more universal mechanics.
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