Posted: 16th Nov 2021 7:10
So I did all the instructions

Step by step

And no particles are showing in my game.

Is it not for 2d? only for 3d?

If so I think I made a bad decision.

There is also no videos on how to make particles, that would be nice.
Posted: 16th Nov 2021 7:16
No, there is 2D and 3D partials

Did you call "UpdateParticles" in your loop?

Edit: oH, wait, are you using the DLC?
Posted: 16th Nov 2021 7:20
Edit: oH, wait, are you using the DLC?


Like I said, I followed every step in the manual.

I am using the download version.
Posted: 16th Nov 2021 7:25
Ah soz I cant help there I don't own it yet, like you with the sound pack whenever it goes on sale I have not got the money to spare, and until recently I was stuck with a beat up old laptop that would not run particles to save its life!, nor VS .. hence why I stuck with Basic, this new-ish laptop is like a powerhouse compared to that old thing lol

Next month, maybe ....

But... it deffo does 2D https://www.appgamekit.com/news/post/appgamekit-studio-particle-editor-updated-for-2d-apps
Posted: 16th Nov 2021 7:27
Here, Google is your friend, use it!

Edit: oh dang soz I take that back, that was a pre-update hack .... soz, I'm useless on this one!
Posted: 16th Nov 2021 7:32
Ah soz I cant help there I don't own it yet, like you with the sound pack whenever it goes on sale


lol, I bit my lip then said, , well, I guess I'm using free sounds and am getting this, and I hope I didn't make a mistake.
Posted: 16th Nov 2021 9:13
Personally speaking, I would have brought the sound pack and used the in-built particle system and spent the extra tenner on munchies! lol, I have just been looking over the Effekseer API, I wonder if this is what AppGameKit uses?

I think the basic particles will do for my needs for now, I got an idea to jazz them up a little << a clue!!

Did you get it working?
Posted: 16th Nov 2021 15:03
Where you are running the Particle Editor from is folder "2D Runtime Demo" that has the basics. The exported arx files from the particle editor need to be in the media\effects folder, the example should show for 2D.

That said I could not get this to work in an existing 3D program, the scale was way off and just looked like wisps of light in the air, but I could start a new project and get it to work.

Gabor has a thread on here somewhere, and I have this video he uploaded bookmarked in case it helps:
https://www.youtube.com/watch?v=yZSEdyCx3QE&t=4s

Good luck!
Posted: 16th Nov 2021 15:48
Are AppGameKit particle system using shaders?
Posted: 16th Nov 2021 18:35
Did you get it working?


No, and I am using the same 2d sample in the sample folders., everything is the same, but the sample works. , I wonder.

Where you are running the Particle Editor from is folder "2D Runtime Demo" that has the basics.


I did, I copied the code from that example to my game and still nothing.

the Particles Do not show on the 2d sprite, the sprite just turns white.


Are AppGameKit particle system using shaders?



It does but this particle setup I'm trying to use does not, all it is , a simple particle to see if I can get it to work.


+ Code Snippet
#include "inc_gpup.agc"
tmp = gpup_init()

type t_objects
	effect as integer
	rendertex as integer
	sprite as integer
	class as integer
endtype

global objects as t_objects[10]

do
gpup_update() // Update the particles	
Print("Active effects: "+str(gpup_settings.activeEffects))

	SetClearColor( 0, 0, 0 ) // the background color needs to be black in order to avoid additive blended sprites to be filled with a visible background
	gpup_effect2Tex(objects[0].rendertex, objects[0].effect, 1)	
sync
loop

function create2DEffect( ID, effectName$, effectSize#, textureSize, spritePosX#, spritePosY#, spriteDepth, blendMode ) 
	objects[ID].effect = gpup_loadEffect(effectName$, 0,0,0, effectSize#)
	gpup_emitterActive(objects[ID].effect, 1)							// Set the emitter active (triggered effects will automatically go to sleep mode when not used)
	gpup_setEffectVisible(objects[ID].effect, 0)						// Hide the 3D effect, it should only show in the sprite images, not in the default cam

	objects[ID].rendertex = gpup_addTex(textureSize)					// prepare a texture for the fire effect to be rendered into
	objects[ID].sprite = CreateSprite(objects[ID].rendertex)			// Create a sprite that will display the effect
	SetSpriteDepth(objects[ID].sprite, spriteDepth)
	SetSpritePosition(objects[ID].sprite, spritePosX#, spritePosY#)
	SetSpriteTransparency(objects[ID].sprite, blendMode)
endfunction


+ Code Snippet
create2DEffect( effect_1, "birds", 1.3, 20, 20, 20, 0,2 ) 
Posted: 16th Nov 2021 20:43
Ok,

with horrible instructions on how to set everything up I learned you have to put these folders in with the effects folder

models
noise
shaders

Along with the particles exported

then it will work

but I'm am afraid to say when you have your SetDisplayAspect( 1.1 )

it looks horrible.

I'm working this out
Posted: 16th Nov 2021 22:53
SetDisplayAspect( 1.1 )


Ah Dang! A square monitor?

I have not seen one of those in a long time lol

You could try faux widescreen, set 1.33 and have a slight bar at the top and bottom like the old widescreen movies did

or this:
Posted: 16th Nov 2021 23:09
Ok, I figured this out on my own.

In the 2d function I am using it creates a dummy image, if I make this image bigger it makes the effects look better.

Now to save memory I need to figure out a way to resize the image, I will let you know.

Edit:

Well Adding a image size of 800 adds a extra mg into memory so as little effects as possible.
Posted: 16th Nov 2021 23:50
So you got it sorted? ....

There is also no videos on how to make particles, that would be nice.


Why not make one, if you got it sussed.
Posted: 17th Nov 2021 0:01
So you got it sorted?


Yes, it works now, I will have to still work it all out per effect for image size but I understand it.

Why not make one, if you got it sussed.


I might when I figure out how to make good effects.
Posted: 17th Nov 2021 1:26
Ok here are some effects as they are in 2d, I will probably add a lot and just make them at different times in game play.



Posted: 17th Nov 2021 1:55
An now see, instant improvement

Delay the destruction of the zombie by a second or 2 if you can so it disappears behind a puff of smoke, we use explosions and particles to mask the jarring effect of the sprite suddenly disappearing

Its looking a lot better though

I made a bad decision.


Still think this? lol
Posted: 17th Nov 2021 2:17
Still think this? lol


I am not sure yet as I can make particles easy before this, when I bought this I thought after creating a effect it generated the code you need to make it , but you have to load the effect files and use them like that.

but we will see, so far I have made 4 effects and I am not sure if I could without this.

but to be honest it is pretty cool to play with.
Posted: 17th Nov 2021 2:35
Well ... to be honest for 2D particles I don't think you really need it, PAX offers all you need with the default system, what ever happened to baxslash?, migrated to GG?

But on the bright side, for 3D it looks the dogs .... so you got it for when you do a 3D game

To be fair, on the subject I have no place to comment as I don't have it ... yet, I am trying to juggle a few things to work it in to this months budget so I can polish my comp game, its been a hard couple of years, this .... *thing* really messed with my life!
Posted: 17th Nov 2021 2:50
this .... *thing* really messed with my life!


well whatever it is I am praying you can find peace and enjoy the life you got.

Here it is supper hard as the gas prices and food prices sky rocked way up there.

We will see what happens with this game comp and try to do as good as you can do, at least we have peace with our work.