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Newcomers DBPro Corner / I can't see my particles, please help!

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sinisterstuf
17
Years of Service
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Joined: 28th Mar 2007
Location: Namibia, Southern Africa
Posted: 18th Jan 2008 14:43
Hey, I made this really simple game using sprites but then I wanted to add blood when you hit the targets so I added a particles but the particles were ofcourse obscured becuase as far as I know, that's the default behaviour. But when I put the code 'DRAW SPRITES LAST' or whatever then the screen went blue and you could only see the particles, in other words, none of the sprites showed up at all! Is there anything that I can do to have the sprites appear with the particles on top of them? Please help me!
...and sorry this is so long
pcRaider
17
Years of Service
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Joined: 30th May 2007
Location:
Posted: 20th Jan 2008 10:38
Can you attach it?
Your program code and the media.
geecee3
20
Years of Service
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Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 20th Jan 2008 17:53 Edited at: 20th Jan 2008 18:38
drawing particles over sprites is not something thats really recommended, usually we draw sprites last, this is for performance reasons and the simple fact that some machines struggle with the demands of 3d over sprites, you can see this horribleness in machines that dont support non pow2 textures as well. I would recommend writing a simple sprite based particle system to handle the blood, DBP is very adept at handeling large numbers of sprites at a decent speed, and a simple sprite particle system should add very little in the way of overhead to your game. If you encapsulate your sprite particles in functions, you will be able to use them in other programs you write too. win win scenario, you learn more, and its your own code.

cheers grant.

P teh S.

If its an arcade style game you have written, with groups of enemies and buletts, the chances are your already using several particle systems without realizing it. In fact it could be said that virtually any arcade game with more than one of something is almost entirley constructed out of interdependant particle systems. Indeed looking at the entire game as particle systems that interact with each other can actually help mentally tame the monster that is the game as a whole. when you look at things in this way, lots of little systems based on simple rules that are fairly easy to debug and maintain, gives rise to the complexity you see on screen without baking your synapses.

particles are everything to arcade games... although not blatantly obvious at first.

think of it this way, we accept that everything in the universe is based on particles of sorts wether we think of them as points or strings makes no difference. why not look at arcade action games programming in the same way.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
sinisterstuf
17
Years of Service
User Offline
Joined: 28th Mar 2007
Location: Namibia, Southern Africa
Posted: 23rd Jan 2008 13:52
Sprite based particles seem quite daunting, if there's no other option then that's what I'll do but in the mean time, this is the code for my whole program and the attached media (I had to reduce the quality of the background to transport it here), I did it check if it works and the images for the game came from my little brother who asked me to make the game for him. .And sorry if my code is long and untidy.

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