How do I "warm up" a particle object.

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Particles support animations, collisions, effects and etc.
  • In Unity there was a warm up option, which basically made it look like the particle system was already running when the screen fades in on a scene. Is there a way to do the same in Consturct? Like, when the layout loads you don't see the waterfall being turned on - of sorts/for example - but already see a waterfall running healthily and happily as you would expect.

    Thanks, & cheers!

  • I don't remember seeing a particle object already running when I loaded a scene in C2.

    If I was to make a waterfall that was already turned on, I would have done this.

    1. Create a new scene with a waterfall and run it.

    2. Video capture the waterfall and remove the background, if needed.

    3. Export the image as PNG and bring it into C2 as animation.

    Then I would either..

    4. Arrange the scene so that the waterfall's animation will run for a few seconds before particles take over.

    or

    5. Use that PNG animation without a particle object in game.

    Another method I could think of is this

    1. Create a cut scene in a layer above the waterfall let the particle waterfall run in the background first.

    2. Remove the cut scene after a few seconds.

  • Hey, thanks. These methods would do it, but the thing is the waterfall example was more of a...well, example. This won't really do it if, well, I have it rain using particles, cause that means everytime I change layouts in a, lets say rainy forest, I will witness the rain beggining to fall down.

    Hmmmm.... gotta figure it out .

    Cheers

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  • You're welcome, TheWindmiller. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    If it's rain, that can be arranged by the Rain & Splash Effect easily.

    https://www.scirra.com/tutorials/1368/r ... ash-effect

  • In your game wait till the particles are "warmed up" then set a textbox to particles.asjson. You can then copy the text from it. Next close your game, go to the event sheet and add the action "load from json" and paste the copied text and put quotes around it. Now when you run the layout the particles will already be running.

    The text you paste may need a little tweaking. Namely replace the " with '. Then you can put " at the start and end.

  • Thank you for the update, R0J0hound. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    I tried it, but I'm getting an error message.

    I must have done something wrong, but I couldn't find the cause for the error.

    Could you check and let us know what might have wrong, please? <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    https://www.dropbox.com/s/jl6tfc4vkh0y5 ... .capx?dl=0

  • It'll be a while before I can look at it. Maybe next Sunday at the earliest.

  • Quotation marks error..

    json should look like

    "{""c2"":true,""w"":{""x"":180,""y"":450,""w"":128,""h"":128,""l"":719120155086956,""zi"":0,""hX"":0}...[/code:1abp87kn]
    
    not
    
    [code:1abp87kn]"{'c2':true,'w':{'x':180,'y':450,'w':128,'h':128,'l':719120155086956,'zi':0,'hX':0}..[/code:1abp87kn]
  • Could you check and let us know what might have wrong, please?

    You have to ....

    Action ... sprite particles .. set from json .. the json string

    (not load game from json)

    To get that string, it is probaly easyer to copy the string in the debugger from the textbox. Then return to your project and past that string where it belongs.

    It is not meant to keep that textbox, that is just a tempory placeholder to harvest that json string. Delete it.

  • It'll be a while before I can look at it. Maybe next Sunday at the earliest.

    Next Sunday? ok.

  • Now it works perfectly. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    Here's the working version, TheWindmiller.

    https://www.dropbox.com/s/u8mtayib2917k ... .capx?dl=0

    Quotation marks error..

    json should look like

    "{""c2"":true,""w"":{""x"":180,""y"":450,""w"":128,""h"":128,""l"":719120155086956,""zi"":0,""hX"":0}...[/code:xv30zqqb]
    
    not
    
    [code:xv30zqqb]"{'c2':true,'w':{'x':180,'y':450,'w':128,'h':128,'l':719120155086956,'zi':0,'hX':0}..[/code:xv30zqqb]
    

    Thank you very much for the information, korbaach. That works. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    You have to ....

    Action ... sprite particles .. set from json .. the json string

    (not load game from json)

    To get that string, it is probaly easyer to copy the string in the debugger from the textbox. Then return to your project and past that string where it belongs.

    It is not meant to keep that textbox, that is just a tempory placeholder to harvest that json string. Delete it.

    Thank you very much for the information, 99Instances2Go. That works.

    Oh, I left the textbox there on purpose, so TheWindmiller can use it for his/her projects. Thank you again, 99Instances2Go. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

  • wow, thanks, this would definately do the trick

  • You're welcome, TheWindmiller. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    By the way, this is the best C2 particles demo capx file I have found so far. Check it out.

    https://www.scirra.com/tutorials/761/particle-demo-capx

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