To answer a few questions:
Games using Particle Candy:
There are currently several games in development using Particle Candy for Corona and we’ll present them on our website as soon as they are available. We’ll set up a showcase section on our site, so we are happy if you’d send us a description and screenshots of your Corona apps using Particle Candy. It’s predecessor (Particle Candy for Blitz3D) is used for a couple of years now in many commercial game titles on the market and lots of the experience we made went into the Corona version of it.
Ease of Use:
Particle Candy is very straightforward to use -just create one or more emitters, attach one or more particle types to it and trigger it whenever you want to. That’s it -no cryptic parameters, no exotic commands, just everything you need to create effects within a few minutes. Just define some effects (particle types), attach them to emitters and Particle Candy will do all the rest for you. You don’t have to mess around with dozens of code lines, keeping track of any objects or updating any graphics etc. This is all done automatically. Just trigger your emitter and that’s it.
We posted a quickstart tutorial on the Particle Candy website:
Particle Candy Quickstart
Performance:
How fast is Particle Candy? It’s not easy to answer this question, because this heavily depends on the type of effect, how many particles you are using, how many processing power the rest of your game needs, which device you are targeting etc. What we know for sure, however, is that Particle Candy for Corona is as fast as a Corona lib could be providing such a set of features. We tried our best to performance-optimize every single line of code and performance is still our primary goal. The final speed, however, primarily depends on Corona’s mass handling of display objects and how wisely you are using Particle Candy within your project. We posted some performance hints to give you some guidelines:
Particle Candy Performance Hints
Quality of Effects:
While Particle Candy provides all features you need to create automated particle- and special effects, the visual appearance of the effects greatly depends on how you are using it. You are literally free to create every effect you like to.
The most important part for visual appearance are the particle type properties (as described in detail on the website). You can alter almost any aspect of particles: alpha, fading, scaling, lifetime, movement, direction, velocity, weight and, and, and…
Another important part of the visual apperance is the particle image used. Most particle effects like water, fire, smoke etc. are created using a few standard graphics (to produce smoke, you generally use a graphic that contains a “fluffy puff”, for example). By replacing this image (keeping all other particle settings the same) you can add a completely different look to the same effect. There are endless possible combinations.
There are more than two dozens of short, clean, easy-to-understand sample codes included in the package (all samples you have seen in the videos are included as full sources, including all graphics used). You can copy-and-paste the codes right into your own project or use the included particle graphics as a good starting point to create your own effects.
We are also working on a free library with pre-defined copy-and-paste effects like fire, explosions, smokes etc., all ready to use.
Of course, we’re still missing blend modes which would double the visual quality at least, especially with pyro effects etc. -but I’m very optimistic that the next versions of Corona will provide this. If so, you’ll receive an update within hours that makes full use of it. [import]uid: 10504 topic_id: 4011 reply_id: 12154[/import]