Graffiti Particle System now Beta Testing

I’m looking for a few beta testers for the first release of Graffiti Particle System. ( graffitiPS@ )gmail . $com$ This project started off as a way for me to add a simple particle system to my projects. As I worked on my projects I added more abilities to Graffiti until what I have today. Easily create snow, smoke, explosions, special effects, rain, fog, and more. Easy to add to any project at any stage of the programming process, from the very beginning to the last minute. just require Graffiti, create a simple particle file, then each time you need a particle event it only takes one line of code. 

http://www.youtube.com/watch?v=SM2oavFXI8o    – first demo
http://www.youtube.com/watch?v=uflyOXTCXnQ     – game build using Graffiti from start
http://www.youtube.com/watch?v=e9T25FTcfMo   – different SpriteGrabber image ( now rain drops )
http://www.youtube.com/watch?v=l3Bk2rLlhpw.      – Graffiti added to game that was near completed ( takes minutes )
http://www.youtube.com/watch?v=eaQOKYKfEyo.   – made few minor changes
[import]uid: 7911 topic_id: 15962 reply_id: 315962[/import]

ME ME ME ME ME!!!
I would love to try it out. I have a need for particles that are easy to use (you know, due to being ultra noob4000 and not having much programming experience…etc)

Time is a little tight (I got baby boy at home, so I code late at night) but if you have testing you need to do specifically, just lay it out.

:slight_smile:

ng [import]uid: 61600 topic_id: 15962 reply_id: 59181[/import]

@Nicholas
know what you mean i get up at 530am work all day spend family time then code from around 8pm to 1-2am
email me at above address its been obscured
[import]uid: 7911 topic_id: 15962 reply_id: 59187[/import]

Ok so I had a chance to scope out the putputt game.

I noticed in the terminal (testing from windows box right now) when the ball hits the wall and the particles come out I get this in the terminal

“WARNING: Attempting to set property(yScale) with nil
WARNING: Cannot set y-scale property of display object to zero.”

The game works. I do notice that in the simulator (I can build to an iOS device later this weekend) that when the ball hits the wall, it’s a performance hit and I noticed that the game hiccups a bit.

Also, it’s the same when the ball goes into the hole, there is a lag or something with it.

Just my observations thus far, haven’t really dived into it deep enough to notice antything else :slight_smile:

Windows xp - Corona 591 (latest stable build) view as “Ipad”

I’ll test on the mac later on and build to the device (ipod 4th gen, 4.33 ios)
ng [import]uid: 61600 topic_id: 15962 reply_id: 59782[/import]

the warning messages are fixed for the next beta release
i have nothing to do with the game itself it was not done by me just the particle system was
i havent noticed a hiccup on mac sim with the particles
the next beta release of the particle system will have even better performance
thanks for you comments [import]uid: 7911 topic_id: 15962 reply_id: 59785[/import]

I looked at the readme.rtf, I didn’t understand that very much.
I see there is a partcle

I think I need a much more simple example to understand what’s going on.

Ok so I put a simple example of something. I have a red circle in the upper right, and a blue square hanging out in the middle.

I “tap” the circle to shoot a green bullet, which transitions to the square.

If I want to have something come out of the square and show particles coming off the square when the bullet hits, how would I do that?

I haven’t learned how to use director, so let me step out of that and just bring it down to very basics.

I want to see how easy it is to do :slight_smile:

[code]
display.setStatusBar( display.HiddenStatusBar )
local physics = require(“physics”)
physics.start()
physics.setScale( 60 )
physics.setGravity( 0, 0 )
physics.setPositionIterations(32)
local circle = display.newCircle (50,50,50,50)
circle:setFillColor( 255, 0, 0 )
physics.addBody( circle, “dynamic”, { friction=0.3, bounce=0.3 ,radius=50} )
circle.isBullet = true

local square = display.newRect (300,300,50,50)
square:setFillColor( 0, 0, 255)
physics.addBody( square,“static”,{ density = 0.1, friction=0.3, bounce=0.3, } )

local function shoot (event)
local bullet = display.newCircle(0,0,25,20)
bullet:setFillColor( 0, 255, 0)
bullet.radius = 10
bullet.x = circle.x
bullet.y = circle.y
transition.to (bullet, {time = 400, x = square.x, y = square.y})
game:insert(bullet)
physics.addBody( bullet, { friction=0, bounce=.6, isGround = true } )
print “shooting a bullet”
end

circle:addEventListener (“tap”, shoot)
[/code] [import]uid: 61600 topic_id: 15962 reply_id: 59786[/import]