Community Challenge: Explosions! šŸ’„

Last oneā€¦ :sweat_smile:

Fireworks! :point_down:

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This is more fun than I expected. Thanks for taking the time to organize these challenges!

Little something to start with.

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Firecrackers!
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Tried making a directional explosion. Might still tweak some things.

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Explosions are better when theyā€™re bigger :upside_down_face:

Played around with this demo, so here a bunch of things inside

Play here: Shooting Circles 0.0.18

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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 :wink:

Github: https://github.com/Insality/shooting_circles
Play here: Shooting Circles 0.0.1

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Wow, pretty cool! And a very ambitious project. Good job!

1 Like

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.

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Working on ā€œDebrisā€ - easier emitter for physics based objects :smiley:

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It was super fun to make! :star_struck:

My entry is Defold Debris:

This is an example project on how to use built-in components and physics to achieve nice effects :wink:
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 :wink:
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

8 Likes

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

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sp010

When I saw this Community Challenge I canā€™t help but post my own version of explosion which Iā€™m 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 ā€œfeelsā€ so much better with sounds in the actual game.

I gotta say, I had fun doing it in Defold! :smiley:

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Congrats! Explosions!
Defoldā€™s particle feature is one of the great inventions.

Grab the source

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Suggestion for next community challenge: do something with compute shader :slight_smile:

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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 :slight_smile: ). Anyway, video and source provided.


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What a big bada boom :slight_smile: Iā€™d 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 Iā€™m planning to start learning the basics. This is why I suggested this subject. Also, this might encourage people to test the technical preview stuff.

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Id expect a compute one to be substantially better. This has 20,000 goā€™s in it :slight_smile: ā€¦ it would work even better with 20,000 meshes instead (ie, I was lazy :slight_smile: ). 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.

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Iā€™m planning to do an example or a tutorial on how to use compute for something like this, but maybe someone else gets there first :slight_smile:

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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 itā€™s good to know the limits.

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If you can find some spare time, please do. Even a simple math example would be a good starting point for me.

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