Asset - Scripts Infinite Debris

Discussion in 'Marketplace' started by Nocturne, Aug 25, 2019.

  1. Nocturne

    Nocturne Friendly Tyrant Forum Staff Admin

    Joined:
    Apr 13, 2016
    Posts:
    6,866
    NocturneGames_AssetPage_Banner.png

    GET IT HERE!
    MARKETPLACE
    ITCH.IO



    With this asset you can create infinite debris effects with little or no overhead. The asset creates "catcher" surfaces that covert instances into sprites on the surface, which are then drawn to the screen to create permanent debris effects. Leave all those empty shells on the floor! Have objects break and leave debris! Create decals! All with practically zero overhead after the initial creation.

    The surfaces used can also be converted into sprites so that even if the app is put into the background or the window is minimised, the debris effects will remain (pure surface effects won't do this as the surfaces will be removed).

    [​IMG]

    FEATURES:
    • Create semi-permanent (surface) or permanent (sprite) debris effects
    • Highly optimised! Only creates the surfaces/sprites when required
    • Very flexible with a number of different options and helper scripts
    • Includes Save and Load scripts, so you can save the debris effects out and reload them on a room-by-room basis

    [​IMG]
     
    JeffJ, curato and IndianaBones like this.
  2. JeffJ

    JeffJ Member

    Joined:
    Jun 20, 2016
    Posts:
    337
    How does it handle views? Is the surface room sized or view sized? And if view sized, how does it manage moving the view and creating new debris?
     
  3. Nocturne

    Nocturne Friendly Tyrant Forum Staff Admin

    Joined:
    Apr 13, 2016
    Posts:
    6,866
    It is the size you want it to be... :)

    The way it's designed is that it creates surface "chunks" over the area that you decide, which can be room sized, or whatever... it's up to you to define the area that the surface chunks are created in. Also, only the chunks that actually get debris on them create a surface, so you can have pretty big rooms. Chunk size is also up to you to define, and you can use sprites instead of surfaces to prevent them disappearing when the game is minimised, and to help deal with memory, etc... In the second screenshot, you can see the debug mode active: the green squares are actually individual 256x256 surfaces and the red ones are areas that haven't yet got any debris to draw and so don't have surfaces.
     
    JeffJ likes this.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice