Is there another software I could use to design my particles ?
Particle Designer alternatives ?
(37 posts) (19 voices)-
Posted 1 year ago #
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I use Particle Designer & love it. http://particledesigner.71squared.com/
I don't about any others.
Cheers,
-BryanPosted 1 year ago # -
I used particle designer to test ideas and get inspiration, but I tweaked them manually. So I have no idea if there is anything better. I doubt it.
PD is a fun toy, but I found out that scaling ex explosions can make them look WAY more impressive than they really are, and at least the version of PD I have now, dont know a thing about scaling. So not of much use in my case.
But okay for checking out what the various parameters does.
Posted 1 year ago # -
Isn't particle designer enough good for you ? Which point you're disliking ?
Posted 1 year ago # -
It's just that I don't have a credit card :P
Can I live without particle designer ?
Posted 1 year ago # -
Depends on what you're going to develop, which kind of game ? Ask yourself if you're really gonna need it :)
Posted 1 year ago # -
I guess I'll develop without it, release my game, sell 11 copies, then buy Particle Designer :)
Posted 1 year ago # -
You can live without it. I did my first Cocos2d game by just tweaking existing particle effects by hand.
Seriously though, it's only $8. I suggest scrounging up some money & finding someone to buy it for you. In the first hour I owned Particle Designer, I was able to redesign all the particle effects in my first Cocos2d game - and they looked tons better than before. It's saved me TONS of time since & definitely let me have much better effects.
Posted 1 year ago # -
All right, I think I'll buy it ..
Posted 1 year ago # -
Not that I dislike PD or anything, just that I missed the scaling, and as that had a huge effects on the looks of my game, I really couldn't have used it "out of the box"
But like I said. It is a great tool for toying around with, and for inspiration, and as far as I know, that is for free.
Posted 1 year ago # -
We all lived without Particle and Glyph Designer until pretty recently, back then the world was in black and white and there were only 37 channels on the tv. ;)
I knocked a 10 touch particle toy together in 45 minutes the other night, without Particle Designer I'd probably still be playing with the size and colours. @Birkemose has a point though, there's still plenty of tweaking you can do outside PD.
Posted 1 year ago # -
You know, its taked a 3 days for me to create my own psrticle system & simple editor. Its based on "Plain-C" arrays and calls, so its _much_ faster then cocos2d particles. Also i included such additional posibilities as:
various start & end velocity
various velocity delta (to speedup or speeddown each particle independently)
isStaticRotation posibility
isStaticSize posibility
second action for particle (looks like firework - each particle flys up and explosed by second action, or long SizeUp + qick FadeOut after, its simply, but looks more realistic!)
multiple sprites in one emitter
and several more.& i implemented "presets" system - i have several .xml preset files, they are stored in static memory, so each new created emitter simply copy consts from preset without loading sprites to CCSprite & other slow routines. Draw in OpenGL calls in -draw of Layer. Try to test it - its' gives a realy perfomance boost!
So, particles is not very hard to implement! Try it yourself if PD is not yours;) I realy dont like cocos2d particles becouse they are very slow:( But its only my opinion, ParticleDesigner is a realy good tool for you if you a sutisfacted with native cocs2d particles!
Posted 1 year ago # -
I like that idea!!
Posted 1 year ago # -
i'm very sorry but its a part of project and its still on NDA for now:(
may be later, month or two, bit i promice to make a separate class & designer application! (&for myself too, after finishing current project)Posted 1 year ago # -
Its based on "Plain-C" arrays and calls, so its _much_ faster then cocos2d particles.
Cocos2d uses C arrays as well. ;) I'm curious if there are tradeoffs or limitations in exchange for the speed boost.
Posted 1 year ago # -
I'm just starting again on the next release of Particle Designer having got Glyph Designer released. The first release I want to get out will be a GUI refresh and implementation of the Quad based emitter so that rotation of particles is supported.
I'm sure there is a lot more than could be done with the Cocos2D particle system and I'm happy to hear what people would like to see in either the particle system in Cocos2d as well as Particle Designer. I may be able to make changes to the particle system and submit them back in for inclusion, as with the rotation parameters that were added when Particle Designer we released.
All suggestions and feedback welcome :)
Mike
Posted 1 year ago # -
@mikedaley
Most important for me, would be that ANYTHING I can change in cocos, is supported, and for me that was mainly scale and opacity.
Next.
This IS a developers tool, so fanciness doesn't count. Usability does.I would suggest you make it possible for me to ex customize plist exports.
I have my own way of writing things, and after 30 years of programming, you cant teach me otherwise.
So it would be very important to me, that I can export a plist, where I can define the entries, ex "posVar.x" and not anything else, and then import it into my own plist readers.That would certainly have made me buy it, because it has been a great tool for inspiration and testing.
Posted 1 year ago # -
My $.02:
- scale
- rotation
- opacity
- ability to have particle texture sizes larger than 64x64 (my partner voiced complaints about this one)Posted 1 year ago # -
@mikedaley I'd like to see the Particle Designer's feature set lined up with Cocos2d's feature set with the next release. I'd also like to see support for the retina display.
"There is a “feature request” already open at 71squared to support the missing features."
http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:particlesAs far as a wishlist is concerned, I'd like to see a saturation variation setting. (changing all three color values by the same amount at a time, instead of each color individually)
Posted 1 year ago # -
Another thing I just remembered.
I cocos, you can toy with the particle count, emitter rate and lifespan, and make a much more "organic" particle emitter. The emitter actually "runs out of particles", and that gives a very nice effect, especially for burning objects.
That can not be recreated in PDPosted 1 year ago # -
CocosBuilder has support for all of Cocos2D's particle properties, and is free to download!
I just noted there are a few issues with some of the properties, but it is still useful for most purposes! The particle system bugs will be ironed out with the next release (0.7).
Posted 11 months ago # -
There is another alternative now - Particle Creator - available on the Mac app store.
Thread here: http://www.cocos2d-iphone.org/forum/topic/16363
Posted 11 months ago # -
We have just published Particles, which along with having fun building and viewing particle emitters, it stores the emitters in the standard cocos2d plist format.
Check it out on the Mac App Store at:
http://itunes.apple.com/ca/app/particles/id437119239?mt=12
If you have any feedback you'd like to share about it, please use the feedback button inside the app.
Posted 11 months ago # -
@Tunabelly Software , Looks neat, I'll buy it when I get home and try it out. I have the other two I am aware of Particle Designer and Particle Creator as well. But I use each one differently and usually get different effects.
Posted 11 months ago # -
Particle Mint is an alternative, but it have an in app purchase for "Save and send ability" for 2$ - App Store Link But it has some real advantages, it runs on device, so you could see how really it will look and the performance on real device.
Posted 10 months ago # -
I just finished up the first useable version of a Particle editor app for iPad. It's open source.
https://github.com/tayl0r/CocoParticleRight now it only runs on the iPad. It's a very rough first version but it does support every feature of the Cocos2d particle system.
screenshots: http://imgur.com/a/Z0mOoI would love to get some help / ideas / suggestions / whatever. I plan to keep working on it.
Posted 10 months ago # -
Holy shit ! It looks perfect !
Make an iPhone version and sell it 99cents !!! :D
Does it output code or a .plist file ? And could you, someday, make the importation of .plist files (made with ParticleDesigner) possible ?
Posted 10 months ago # -
My input would be.
The ability to play back several particle systems on top of each other, with individual scaling.
Correct implementation of lifespan / emitterrate, so that emitters can run dry. IMPORTANT FEATURE!
Export abilities that allow you to customize the plist, so in stead of changing our code ( we HATE to change our code ), we can customize the tool to give the output we desire.Dont waste time on fancyness, clever icons for particle systems and such. We are hardcore developers, not graphic artist sipping latté and reading Euroman.
If you can allow users to upload scripts, including a screenshot as icon, and some folder / grouping mechanism, you will soon have the largest library, of user created particle systems, available.Posted 10 months ago #
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