{"id":269,"date":"2009-06-22T14:53:01","date_gmt":"2009-06-22T14:53:01","guid":{"rendered":"http:\/\/positech.co.uk\/cliffsblog\/?p=269"},"modified":"2009-06-22T14:53:01","modified_gmt":"2009-06-22T14:53:01","slug":"damage-effects-editor","status":"publish","type":"post","link":"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/06\/22\/damage-effects-editor\/","title":{"rendered":"Damage Effects Editor"},"content":{"rendered":"<p>My editors and tools are always really bad. Something has to give when you are a lone developer and with me it&#8217;s tools. I&#8217;m slowly getting better at it. It&#8217;s just a time thing. Today I spent most of the day getting my feeble ship hull editor to let me graphically position and assign particle emitters to damage sprites. (Screenshot below).<\/p>\n<p style=\"text-align: center;\"><img decoding=\"async\" class=\"aligncenter\" src=\"http:\/\/www.positech.co.uk\/blog\/22ndjune2009.jpg\" alt=\"\" \/><\/p>\n<p>basically when a ship gets hit a pre-defined chunk of a damage texture gets drawn at the impact point, and it comes with a number of attached particle emitters. they are only visible fairly close up. there is also an additional temporary emitter that&#8217;s much bigger, but these ones are the tiny sparks that flicker over the burning hull of the ship after the smoke and flames have died down.<\/p>\n<p>It took much longer than it should have to get this in, but it&#8217;s good because previously I placed them by hand in paintshop pro, then noted the pixel position and copied it to a text file. (laborious eh?)<\/p>\n<p>This way I can placed dozens a minute and thus there will be a lot more of them :D. Tomorrow I&#8217;m going to do nothing but set up fleets and play out battles to check everything works and that the range of weapons and defences is acceptable.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>My editors and tools are always really bad. Something has to give when you are a lone developer and with me it&#8217;s tools. I&#8217;m slowly getting better at it. It&#8217;s just a time thing. Today I spent most of the day getting my feeble ship hull editor to let me graphically position and assign particle<\/p>\n<p class=\"text-right\"><span class=\"screen-reader-text\">Continue Reading&#8230; Damage Effects Editor<\/span><a class=\"btn btn-secondary continue-reading\" href=\"https:\/\/www.positech.co.uk\/cliffsblog\/2009\/06\/22\/damage-effects-editor\/\">Continue Reading&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[6,105,4],"tags":[],"class_list":["post-269","post","type-post","status-publish","format-standard","hentry","category-game-design","category-gratuitous-space-battles","category-programming"],"_links":{"self":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/269","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/comments?post=269"}],"version-history":[{"count":0,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/posts\/269\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/media?parent=269"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/categories?post=269"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.positech.co.uk\/cliffsblog\/wp-json\/wp\/v2\/tags?post=269"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}