With this super easy to use script you can explode any sprite with ease. The script is heavily commented on what everything does as well as the provided demo.
Particle Life (Min/Max)
Particle Speed (Min/Max)
Particle Size (Sprite chunk size)
Particle Rotation (Max)
Fade Out (Can be turned on or off)
Fade out speed (Max)
Blend to color (Can be turned on or off)
Blend Speed (Max)
Implosion (Can be turned on or off)
If you have any suggestions on what kinds of features should be added in the future please let me know
All reviews are greatly appreciated so if you take a look at this asset let me know what you think!
If you have any questions, comments, or concerns about the asset then feel free to contact me at any time and ill reply as soon as possible.
Added a new parameter to the original explosion script, now you can explode the sprite and have it implode on itself
Added in an Asymble Script which does exactly that.. asymbles a sprite
Version 1.0.4. Published March 28, 2016
Created with GameMaker: Studio v1.4.1474
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A easy to implement effect library that produces nice looking results.
One tiny problem however: As an earleir review mentioned, sometimes you see weird textures appear in the corner of the sprite when the sprite explode. After a bit of testing I found a workaround. Just move the sprite that needs exploding into a seperate texture group. Not ideal, but worked for my project.
easy to use !!! excellent
Nicely commented, easy to understand examples, easy to customise eg I made the disslove particles fall oppsite direction to the dissolve sweep and changed depth of particles easily, can get some very nice effects very quickly - THANKS!
this is awesome for my game thanks
very good :)
Thanks for such amazing work! :)
amazing work. However,
if the canvas is quite larger than needed for the sprite (but this is necessary sometimes), weird textures appear in the empty parts of the sprite canvas, often black, or white, or even colored distorted textures. With one sprite, i just double-checked by clearing the already seemingly empty area. This resulted in the sprite being repeated within its own canvas. Any idea why this is happening?
EDIT: i seem to understand the problem a bit better now after some testing; the random textures were not as random as i thought. they were from other sprites, located next to the actual sprite, on the texture page. So i assume a small part of the next sprite on the texture page is drawn along, not just the needed sprite. Could this be an error in the code that handles the chunk grid or something? Or is it because of resolution, surface sizes, views etc? Please halp, as i really like your work but i cant use it because of this.
This is an amazing extension, especially with the addition of the latest effects, assemble and radial. I was however wondering, if it would be possible to use surfaces or the built in particle system. Surfaces coud pose a challenge, due to their volatile nature. Generating a lot of particles is far better for the performance of the program, though it may be hard to assign them the correct textures.
Great code either way, thank you very much for sharing!
Easy to use!
Very easy to use and incorporate into code.
nice code , very easy to use
Easy and Awesome
Very easy to use and look amazing in games :D
Really good script, easy for beginners to implement, and nice effects. Thanks !
Very easy to use
The effect are visually beautiful, and the introduction in code is very simple and easy, and... i am a User Level 0 of game maker.
Sorry my english.
Now in spanish: El efecto que queda es muy chulo, el uso en el código y la implementación es realmente sencilla, y eso que soy Nivel 0 patatero como usuario de Game Maker.
Finally i found what i was looking for
You dont know how long i was looking for this. And finally i found this. the effect and particle are perfect. and all in all its really easy to understand. 10/10
Does exactly what it is suppose to imo
I dl'd this and had exactly an exploding sprite with the absolute least amount of knowledge possible It works great!
This review was left for a previous version of this asset.