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Author Topic: I feel like trying to make this skill  (Read 1044 times)

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I feel like trying to make this skill
« on: »
This is from the game Chronoblade...



isn't it so pretty?!! ahem! so anyway I thought I'd try making it for the OGRE engine.

I'm thinking of using the tornado.SKELETON animation (so far unused in the game afaik) and I think I can muddle through on the damage bits...

But @TwinkleToes I have a big request - if you could pls pls pls point me in the right direction as far as what particles emitters you think I should be looking at?... thanks so much!

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Re: I feel like trying to make this skill
« Reply #1 on: »
for the purple orb?

check out the particles for wisps
i think this one is closest to what you would need
media/particles/monsters/wisp/projectile.layout
it has the central glowy orb and also has a trail, perfect for a template
it only has 4 components so it shouldn't be hard to modify it to suit what your looking for.



« Last Edit: March 25, 2017, 07:48:23 am by TwinkleToes »

Re: I feel like trying to make this skill
« Reply #2 on: »
Woot! Thanks! and to make it whip around like that, I just play with the emitter settings? Or do I do that through the skill .LAYOUT...

Well, I'll give it a shot and report back ;) Thanks again!
« Last Edit: March 25, 2017, 09:35:42 am by Phanjam »


Re: I feel like trying to make this skill
« Reply #3 on: »
Okay! So I got it to spin around...

Spoiler (hover to show)
But i'm having trouble getting all 4 components to move around together :P

Also, since this spinning is via a circle emitter, how will the skill know when the particle has hit something? I don't think there's a "event particle collides" trigger... so shouldn't i be using a missile instead, and then a "event missile collides" trigger?


Re: I feel like trying to make this skill
« Reply #4 on: »
are you trying to get it to move elaborately in the particle editor?
i dont recommend doing that lol, the particle editor is better at making the particles rather than moving them

most elaborate movement comes from the animation itself, particles like these are usually attached to the hand and thus follow the movement pattern of the animation, no idea if the tornado.skeleton file is as smooth as the example, or would produce the same results.

another option is to move the particle link in the layout editor via a time line instead, by altering its position, this method is ridiculously time consuming though, and you need a good eye for animating, and since your doing curvature knowing some calculus would come in handy if you decide to try this out
 
ive done this before for my plaguelord class with the bouncing blood orb skill, that bouncing orb is a layout file thats made to go up and down and animated to bend/contort, attached to a missile which gives it forward movement, i didn't need to use too much math since i was just doing simple movements.
« Last Edit: March 25, 2017, 02:28:56 pm by TwinkleToes »

Re: I feel like trying to make this skill
« Reply #5 on: »
most elaborate movement comes from the animation itself, particles like these are usually attached to the hand and thus follow the movement pattern of the animation, no idea if the tornado.skeleton file is as smooth as the example, or would produce the same results.

Yuss, this sounds like what I need  ;) so, "attach to bone" and use some offset. Will try this out. Thanks Twinkle!


 

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