Last oneā¦
Fireworks!
Last oneā¦
Fireworks!
This is more fun than I expected. Thanks for taking the time to organize these challenges!
Little something to start with.
Firecrackers!
Tried making a directional explosion. Might still tweak some things.
Explosions are better when theyāre bigger
Played around with this demo, so here a bunch of things inside
Play here: Shooting Circles 0.0.18
Hello! I just published my project for this challenge. Shame that I spent a low amount of
time on the actual explosions, but I aimed to develop the game fully on ECS (with tiny-ecs)
If you curious about how it works I written some details on the Github page. Welcome to learn how it can be done in Defold
Github: https://github.com/Insality/shooting_circles
Play here: Shooting Circles 0.0.1
Wow, pretty cool! And a very ambitious project. Good job!
I wanted to have a go at replicating the example video, I think I got pretty close.
Github: https://github.com/Temeez/defold-community-challenges
HTML build: community-challenges 1.0
Slightly modified the asteroid and barrel ones too.
It was super fun to make!
My entry is Defold Debris:
This is an example project on how to use built-in components and physics to achieve nice effects
Additionally, you have a debris
Lua module, if you want to spawn objects like me in this example. Everything made with built-in Defold components and Kenney assets
Explosion particlefx is made out of a single image (a white circle dot 128x128 drawn in paint).
Play it on Itch: Defold Debris by paweljarosz
Source on Github: https://github.com/paweljarosz/defold-debris
This was fun!
I made a simple derivative of Missile Command to demo the explosions.
Play the demo - https://6689244e4250ed862e5872f6--chipper-speculoos-2f9e45.netlify.app/
Grab the source - https://github.com/benjames-171/explosion-demo
When I saw this Community Challenge I canāt help but post my own version of explosion which Iām using right now in my game. I made it using a combination of flipbook animations, physics stuff, particles and timed screen shakes.
The GIF above does not give it much justice but it looks and āfeelsā so much better with sounds in the actual game.
I gotta say, I had fun doing it in Defold!
Congrats! Explosions!
Defoldās particle feature is one of the great inventions.
Ok. I made somethingā¦ interestingly @selimanac I was going to use compute shaders for this, since I think its more suited (I didnt, went the easy slow way ). Anyway, video and source provided.
What a big bada boom Iād love to compare the performance differences between this and a compute shader one.
I have no idea how to use compute shaders at all, but Iām planning to start learning the basics. This is why I suggested this subject. Also, this might encourage people to test the technical preview stuff.
Id expect a compute one to be substantially better. This has 20,000 goās in it ā¦ it would work even better with 20,000 meshes instead (ie, I was lazy ). With compute (looking at it now) it looks like I could offload all the particle processing, and I think I could potentially use it for live mesh generation. Not sure. Will update if I get something going. Thanks for suggesting btw.
Iām planning to do an example or a tutorial on how to use compute for something like this, but maybe someone else gets there first
Still, it is surprising to see how well Defold is crafted. it literally iterates over 20k items in a loop. Yes, the result is not suitable for production, but itās good to know the limits.
If you can find some spare time, please do. Even a simple math example would be a good starting point for me.