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Experimental spider eye particle effect #53

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Experimental spider eye particle effect #53

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her001
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@her001 her001 commented Oct 18, 2015

An attempt to address #31, still needs some work/feedback.

@bojidar-bg
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@her001 Can you give a screenshot?

@her001
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her001 commented Oct 19, 2015

Yes

screenshot_2015-10-19_08-59-23

Right now only enemy 1 is implemented, until it is decided if this is a good implementation or not. It emits particles from the eyes, which should have almost no effect on performance. The particles are set to additive blend mode, so they show up in the dark. They stay in position relative to the world, so the streaks are left where the spider was walking, and streak further if the spider is moving faster. Biggest problem for now: Need to adjust parameters until there is enough particles to make it look connected, or use a texture which is longer.

@bojidar-bg
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I think it is better not to use too much particles, so maybe a longer texture will work better.

BTW, you can try to make an option for the amount of particles, and change it from script in _ready() if you want to...

@her001
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her001 commented Oct 19, 2015

Only problem with a longer texture: When it sits still, there will still be a streak when there shouldn't be.

@bojidar-bg
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Yeah, it will be a problem...
Maybe this will be helpful? https://github.com/LeonardMeagher2/Godot-Assets/blob/master/Scenes/2DTrail.gd

@her001
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her001 commented Oct 19, 2015

You are right, this might not be the best implementation for the godot engine. It appears that opaque, additive particles are not as efficient as I expected. I just did some performance tests and they are not favorable, assuming you want for it to be possible to have lots of enemies on screen.

@her001 her001 closed this Oct 19, 2015
@mamarilmanson
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Maybe something like this in which it fades away and disappears...
untitled-1

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3 participants