Game Dev

Having Fun with FX

I added some FX from Mercury (Particle Fx engine) to my character run animation and added a gun and bullets.

Someone asked me if the actions were hard coded. Well, no, it’s not. I’m using the timeline I created before to add a movement to the animation (for example translation interpolation with two points or more). Then I just put it in the player “Action Bank”.

In addition you may use the timeline to trigger events or do rotations (with interpolation). Actually, at first this action editor’s purpose was only to make a tool to animate skeletons (which means I could do a character only based on skeleton animations too), but it’s useful for simple animations too.

Someone else asked me if I’m going to make a mario or megaman like game… No, I think I wont’t. Right now I’m just using megaman’s sprites cause I have nothing else to do some testing. 😦

But still, my engine and editor should help to make any kind of 2D game (plateformer, R-Type like shooters or Zelda like action/adventure games). I did some design for a plateformer, that’s why I’m testing plateform tools. I hope it won’t be too bad.

I should add a simple enemy in one of the next videos.

Game Dev

FX with Mercury

Here comes the other part of the previous video :

It shows how do I do to trigger FX based on Mercury (FX engine) with my state machines.

Mercury provides a stand alone application to create FX, then you just have to import the XML and images in your project, add some code, and then you get a nice particles engine. In the end, I already have two external engines added in mine : Krypton and Mercury.

I did  a loop for the example, but I could emit particles just once too. I just noticed a glitch in the video (at 2:28), don’t know why…

Well, I think I’m ready to start something nice. I’ll do some real demos when I’m back (July, the 3rd) to validate the whole thing and then, I’ll start this damn game ! Cool. 🙂

Mercury :

Game Dev



I’ve been working on several things these days. But the most boring one is REFACTORING… Since I keep on adding stuffs here and there, I can’t help noticing some codes don’t do the job anymore.
Right now I’m refactoring my Action serialization due to the bones  I added. Before, the actions were saved in the object itself. Now, I can save it separatly based on bones IDs. It’ll make my animations usable for different objects (if their bone IDs match). This is something I can’t really put on my planning. Will I be able to finish this engine one day ? Of course. Don’t ask when, though. 🙂

I started to integrate an other engine for FX : Mercury. Yeah, after working with Krypton I realized it’s better to rely on some external tools if I wish to complete my project in this life.

Here comes a little video about how Krypton lights can be added/edited in my engine. I tried to show other simple stuffs since it’s my first video. But I’ll try to do some more videos to show collisions, animations, state machines and so on when I’m done with animation refactoring and FX integration.

Sorry for the low quality… I added some rotating objects at the end of the video but I just noticed when I “Run” the scene it looks like a glitch due to the low FPS of the video and the default rotating speed I put (quite fast). I picked the worst compression ever to be able to host it on Youtube quickly, I’ll be careful next time. By the way, 4:05 is the best part of the video.