Particle Pre Run with Particle Designer ?

Hi Guys,

I am using Particle Designer,  so I want the emitter to have a pre-run of perhaps a few seconds before the scene is shown so that (in the case of underwater bubbles for example) there would already be running bubbles filling the scene as it is displayed, rather than the emitter only starting when the scene displays.  Is there a way to do this?

Kinda like the way Adobe After Effects have this option so as the animation starts, there is already particles filling the scene .

Cheers,

Santi

Hi,
1-You can control the scene modules with timer & let the emitter to be loaded without timer as soon as the scene gets loading.

2-You can make a pop-up for emitter & call it very first in the show will phase, thus the scene object will be in background loading.

Assif

Thanks for your reply Assif, but I set my particles slow, so it takes them roughly 4-5 seconds to reach the top of screen.   (Think of underwater rising bubbles in a far background )

I sure could make some sort of delay for about that much of a time, but it isn’t a good idea letting the players wait that long.  

I am talking about some sort of pre-generated particles that populate the scene in advance, as if the emitter had been ran a few seconds earlier  :)

Cheers

Hi @santiagoluib3,

Unfortunately I can’t think of a way to “pre-start” an emitter, as if it has already been running for a few seconds. Could you potentially start this emitter somewhere offscreen in the previous scene, i.e. in the menu screen or whatever scene leads into the “bubbles” scene?

Brent

Hi Brent,

It’s been a while since I last touch this particular project (y’know “life” got in the way).    Thanks for your feedback.

Unfortunately, it is in the menu where I need the particles to display :slight_smile:   It always take about 4-5 seconds before they start appearing from off the bottom of the screen.  I could make them “fly” faster but if breaks the effect.  I can live without the particle effects, but I just though it adds up some “juice” of the game’s visuals and appeal.  It’s an underwater environment game.

Santi

Hi Santi,

How about this? Instead of just one emitter, build a bunch of emitters and scatter them randomly around the screen. Then have each one produce just a few bubbles. That way, you’d get a “mostly filled” screen of bubbles from the beginning.

Brent

That’s a nice idea Brent.  I might give that a try too :slight_smile:

But something just came across my head as a solution for now:  Run a for-loop, say 30-40 (same quantity range as emitter), and randomly place the same ‘bubble’ image with random sizes (same size range as emitter) across the screen, and then transition them up and off the top, with a varying speed range similar to the emitter.

Technically, it’s faking the emitter.   By the time these initial bubbles slowly go off the top, the ones coming from the real emitter would have filled the screen halfway too  :)     

I know, additional coding, but it works for me  ;)     I could make the same method for the actual game scenes too.   

Thanks anyway!

Santi

Also a great solution! After all, particles are just “technically” display objects being transitioned, so if you can achieve the effect you need using transitions, that will work just fine. :slight_smile:

Brent