Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Particles for badguys and Tux #2831

Open
wants to merge 8 commits into
base: master
Choose a base branch
from

Conversation

weluvgoatz
Copy link
Member

@weluvgoatz weluvgoatz commented Mar 17, 2024

Part of what turns a meh game into a great game is having visual feedback whenever you engage in a special event. One way in which this can be incorporated into SuperTux is by adding some particles upon killing or squishing enemies. I added exactly that in this PR, alongside some particles for when significant impacts are made (like when an enemy hits a wall at a fast speed.)

Please test this PR, it is my first contribution in almost a year and I made it rather quickly, and surely there will be some design decisions to be made, and I will definitely be willing to work with that. But I think this is a good start.

The graphics added in this PR are created by RustyBox.

UPDATE: I am also updating Tux's particles here.

@tobbi
Copy link
Member

tobbi commented Mar 17, 2024

Video would be nice.

@weluvgoatz
Copy link
Member Author

Here is a video:
https://www.youtube.com/watch?v=y0qKR7CU4Rg

- Star particles replaced with the generic particle sprite
- these particles now only occur when an enemy is knocked off screen
- melt particles adjusted
- side particles amount now configurable, so some side particles (like ___shot enemies) release more particles, and enemies such as haywire, iceblock etc. hitting wall only release a few.
- Leaf particles adjusted to spread out.
@tobbi
Copy link
Member

tobbi commented Mar 18, 2024

IDK if I like this. The way the particles spawn is too generic. Could we have different effects per badguy?

@mrkubax10
Copy link
Member

I like the idea but I would leave out collision particles because it may get laggy very quickly.

@Rusty-Box
Copy link
Member

Rusty-Box commented Mar 23, 2024

Some suggestions after testing:

  • I think particles should slowly begin fading out after a couple seconds. They stay too long, especially noticable with leaf particles.
  • The "dust-type" / neutral paritcle should also have lower gravity. I wanna update their sprite to actually look more dust like. Right now they look too much like a rock
  • Snowballs etc currently have two instances of particle effect play at once. You can at least hear the melt sound twice!

Side note, I'm gonna make some more particles sprites soon that you can use. I was planning for sprite used for: Granito, Flying Snowball, Stalactite and Mr. Tree/Stumpy. Just to let you know

@weluvgoatz weluvgoatz changed the title Particles for badguys Particles for badguys and Tux Mar 26, 2024
- Made dust particles gravity slower
- Added fade out to particles that are on screen for a long time, like leaf
- Brought back star particles for knocking enemy off screen only. Looks better than whatever was before.
@tobbi
Copy link
Member

tobbi commented Mar 29, 2024

I think particles should spawn from the center of the squished sprite and not from the center of the normal sprite.

@weluvgoatz weluvgoatz added this to the 0.7.0 milestone Apr 20, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

4 participants