Particles, Particles and MORE PARTICLES!!
So today was all about particles.
After what seemed like eternity I was able to get the weapon pickup to have a revolving bullet particle. I have attached some key particle settings, but, just to be kind I will attempt to explain how I achieved the effect I was looking for.
1. Considering different shapes for your particle is important based on the overall simulation space and boundaries. So it made sense in this case that since my bullets are moving in a circle to choose the circle to begin. I played around with radius to get a good distance from the pickup and set my radius thickness to 0 so that my particle would follow the edge of the circle.
2. Another key setting here is lifetime in the core settings. I chose a lower value for lifetime so my particles would fade and spawn rapidly. Leaving a higher number resulted in an abundance of bullets and didn't really match the desired look. This will create that movement I am looking for as long as I am emitting plenty of particles. In this case I chose 10 particles for my rate over time and max particles to 100. This would allow for particles to emit and survive long enough to appear to be moving.
3. To get that rotation around the radius of the circle you have to check and adjust start rotation so that every time a particle is emitted it will rotate and instantiate in a new position.
TL:DR check out the images and settings.
HORDERS!
This is where the development of HORDERS! will live. RETIRED PROJECT
Status | Prototype |
Author | Prof. Keegz she/her |
Genre | Survival |
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