[Kde-games-devel] granatier

Arturo Silva jasilva28 at gmail.com
Tue Oct 20 23:16:59 CEST 2009


==================================
Mathias Kraus wrote:
==================================
>
> exactly, the animation is already done. they shrink, but not to a speck, they
> just vanish.

shrink to a speck == vanish, no?  :D
But that's great!  Now I'll have to see it. ^__^

But now this opens the door for possible background images to
compliment the bottomless pit, lol.  ^^'


>
> well I thought of just fading the current items in and make a pulse by making
> one blast wider and moving it, but your idea sounds much better.
> it might also be better performance wise. I just noticed a juddering with many
> explosions with much power and the reason might be the transformation of the
> blast.
> the current time for an explosion is 600 ms, so the following timing might
> work
> 100 ms spark with fading in
> 100 ms fiery expansion
> 100 ms full blast
> 100 ms fiery contradiction
> 100 ms fire/smoke dissipation
> and if you want 100 ms smoke dissipation, it wouldn't be much to code, just a
> few lines :)
> I will implement this the next days or next week and then you can do your
> graphics foo :)

hehe, my idea is more retro, at least. :P

I noticed you used a fairly even distribution of time -- however,  I
would say that the spark and initial fiery expansion are split-second
things really, and the full blast lasts a little before dissipating.
I don't think there'd even be time for a fade-in effect for the spark,
although it could probably work for the fire/smoke dissipation (to
replace just the plain smoke dissipation).

See if this could work:

30 ms spark
70 ms expansion
200 ms full blast
100 ms contraction
100 ms dissipation (or 150 with fade out)


--Arturo


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