You might consider lowering the green component even further, so there's more gradation from yellow to red.
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You see how it overlaps when it goes from right to left? Unsure if intentional or reproducible, but doing that when it goes from left to right also might help it look less like soup.
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In response to Flick
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Try reducing the density of particles.
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[Redacted]:
- Mobs have a new flag that will cause their corpse to explode upon death when set. - Explosive enemy variants added. - Explosive enemies event type added. - Enemy variant types can now be stacked(ex. Explosive Phantom Beholders, Censored Burning Specter, etc.) - New rare weapon; SK-47(fully auto, shoots electric bolts and increases accuracy the longer you fire). - Added Shock debuff which deals light DPS and slows down movement speed by -1. - Added large barricades which can't be moved unless two players are pushing it together. |
Cloud Magic wrote:
get some gif's man, no one wants to read a wall of text about updates without gif's I do. And him showing gifs would ruin the mystery of his mystery game. |
In response to Flick
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Flick wrote:
That looks pretty amazing and the depth you're getting is fantastic. The behavior/effect looks like a fire extinguisher, leaky gas pipe, or perhaps steam. Throw a couple different colors in there and you've got them all covered. |
In response to Flick
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Flick wrote:
Perfect... That looks like 3d fire. |
In response to Flick
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I'd love to see this in an actual game.
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In response to Flick
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This reminds me of cheesy puffs. Amazing.
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In response to GreatPirateEra
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GreatPirateEra wrote:
I'd love to see this in an actual game. Me too ;) I think a few people are using some effects from it. Feel free :) |
I use particons for a few things in Lux. The rain, for example, was made with particons.
Hopefully I get to use it a bit more. I think this fire looks way better than the one that I showed before with the enemy turrets. |
Having a few issues with dark edges around the decreased intensity OR'd icons. Looks fine on a black background but a bit off on a light one. Had to go back to adjusting the particle color in the constructor. |
In response to Edit Nero
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I had to go in and drastically reduce the color intensity before I generated it or it just came out a pure yellow blob. This is what it looks like rendered with the original method:
I'll see if I can use MapColors() to adjust it automatically.