Hot Particles - particle editor

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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

Update 1.5.2

Changes since 1.5.1:
  • Parameters can be reset to the default value through the context menu.
  • Animations can be copied and pasted. (Right-click the 'Animations' button.)
  • Fixed crash when alt-tabbing from within an input field in a context menu.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

Update 1.6

Changes since 1.5.2:
  • Added custom visual rectangular regions.
  • Added preference for the initial system in new projects to be completely empty.
  • Added shortcut for quickly exporting files. (See README.)
  • Right-click particle viewing area to reset emitter position.
  • Whole particle systems can be copied and pasted. (Right-click system tabs.)
  • Doubled zoom granularity.
  • Exporter: Templates can be loaded from custom locations (e.g. from your project folder).
  • Exporter: Added file browsers for all paths.
  • Exporter: Fixed the textures output folder not being used.
  • File browser: Added icons for common file types.
  • File browser: Moved recent folders to the context menu.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
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ReFreezed
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Posts: 216
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Location: Sweden
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Re: Hot Particles - particle editor

Post by ReFreezed »

Update 1.7

Mac build now available!

Changes since 1.6:
  • Project files can be renamed from the tab context menu.
  • Added menu button for reopening the current project.
  • Added shortcuts for reordering systems and projects.
  • Less undo history entries are created for sliders when nudging with the arrow keys.
  • Fixed 'pixelate textures' visually only updating the current system's texture if custom textures are used.
  • Animation editor: Frame size being 0 now means full image length.
  • Animation editor: Showing image borders.
  • File browser: Keyboard navigation for file list.
  • File browser: Press tab to auto-complete filename.
  • File browser: Hold ctrl to select multiple project files to open.
  • File browser: Showing a better initial folder in some cases.
  • File browser: Folder back/forward buttons.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
Jayverb
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Re: Hot Particles - particle editor

Post by Jayverb »

Hi ReFreezed,
This is absolutely amazing fun to play with, thanks very much !
I have just started programming with love2d.
Would it be possible to get a template or example on how to use the exported data in love2d main.lua file ?
Basically how to use the particle in game after exporting.
Many thanks,
J.
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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

@Jayverb
I'm glad you enjoy the program. :)
I've created a repository with an example project that shows basic usage: https://github.com/ReFreezed/HotParticlesExamples
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
Jayverb
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Posts: 7
Joined: Sun Feb 14, 2021 11:11 pm

Re: Hot Particles - particle editor

Post by Jayverb »

@ReFreezed
Thank you that's really amazing ! It's such a brilliant way of doing things :)
I have removed the local in the ps code so as to expose the values in main.lua
Is there a more elegant way to do this perhaps ? I'm thinking maybe an option on export to exclude the local option
Also when more than one ps is exported to the same file would it be possible to name them ps1.. ps2.. ps3 etc. One can do this manually of course.
I'm not sure if I am using this correctly yet (baby steps). Anyhow, top program, may have a few more questions :awesome: thanks for your work,
J.
EDIT: How do I trigger starting the ps ? is that something to do with kickstart perhaps ? I need a reset function I think.
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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

@Jayverb
Instead of making anything in the exported module global, just say particleDatas[1] or particleDatas[2] etc. in main.lua to refer to the different particle systems if you don't want to use loops like in the example project. It's generally bad to create globals if it's not absolutely needed.

I've updated the example to show how the kick-starting is supposed to work and some other stuff. I hope it helps.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
Jayverb
Prole
Posts: 7
Joined: Sun Feb 14, 2021 11:11 pm

Re: Hot Particles - particle editor

Post by Jayverb »

@ReFreezed
Thanks, that's helped a great deal.
Is there a way to get control of an emmiter position ?
For example moving the emmiter from x - x at runtime ? ( firing a patricle )
I can't find anything in the ReadMe or in the exported module parameters.
I know how to x=x+speed*dt so it would be absolutely awesome to be able to throw these things around :)
Thanks,
J.
EDIT: Found out how with a bit of digging around.
ps:setPosition()
Is this something that could be included on export ?
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ReFreezed
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Re: Hot Particles - particle editor

Post by ReFreezed »

@Jayverb
Particle systems' position and movement in the game is something that's outside the scope of this program I think, though I can see cases where exporting an "initial position" for particle systems could be useful. I'll add that to the todo list.
Tools: Hot Particles, LuaPreprocess, (more)
Games: Momento Temporis: Light from the Deep, Energize!
"If each mistake being made is a new one, then progress is being made."
Jayverb
Prole
Posts: 7
Joined: Sun Feb 14, 2021 11:11 pm

Re: Hot Particles - particle editor

Post by Jayverb »

@ReFreezed
That would be great for placing stuff on a background image :)
You mentioned in previous post about accessing module values before.
"Instead of making anything in the exported module global, just say particleDatas[1] or particleDatas[2] etc. in main.lua to refer to the different particle systems"
How would I put this in the main.lua ? So I can access a parameter say on particleDatas[2] for example.
Also what part do shaders play ?
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