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- Add more flair to the game through:
- Enemy death effect
- Pot destroyed effect (buffs)
- Health and Sloth
- Enemy movement effect (something that implies they are flyin…
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Als speler wil ik particle effects hebben zodat ik feedback krijg op de acties die ik uitvoer.
Als speler wil ik particle effects hebben zodat ik me meer in het spel kan inleven.
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* [ ] Establish a framework for how visual effects will be organized and implemented in Phaser.js.
* [ ] Identify core components required for the system (e.g., effect managers, event triggers).
* […
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### Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/15211
Originally posted by **UnhappyWithMyUsername** November 21, 2024
Particles always seem to be calculated in relati…
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Hello, I am a developer interested in graphics rendering and animation effects. Recently, I have been searching for a tool or library that can achieve visual effects such as image particle flowers and…
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First, thanks for the port. Amazing.
Any chance we could get FTE particle effects added?
https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/particles.txt
Here is a page by _orbital…
ak1dd updated
2 weeks ago
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Some effects in MP show incorrectly for local player, but correct from other players.
Armored glass won't show you ricochet effects, monster_gargantua emits blood particles instead of metal, underwat…
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- [ ] Add entity data component
- [ ] Add configuration values
- [ ] Overlay - Implement via Mixin? Render below BOSS_OVERLAY. Should we even do this? Maybe just use some vanilla particle rendering …
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Please consider adding an option in the mod's config that let's you disable particle effects from yourself if you are in first-person. Some hats, while having cool designs, are too distracting to use.…
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This `info_particle_system` entity named `fx_fire_field` uses new fire effects despite “Classic Effects” being set to “Enabled” (`r_classic_fire 2`).
![Current d1_canals_07 in game](https://github.co…