A few months ago our team released new MOBA game - Planet of Heroes. It was a great experience, fun, and tons of effects, so it’s time to make a new reel.
Models, textures, and animations in this video were made by our talented guys. Glad working with them.
i was wondering how the spilling flame of the flamethrower fx was made ( 1:41mins) . Also only 1 mesh ?
Also I really appreciate that you have some 2d fx anims in your game ! It really the quality !
VinceWee, Yes, It’s one mesh with several tweaks. It has texture scrolling, sinusoidal vertex animation in vertex shader masked by vertex R color. Vertex G color is a lerp factor for a color gradient which colorizing mesh making far vertexes more reddish.
Mesh
You’re right. I found that it’s so difficult to make right motion following hero’s animation using just a sin function. Finaly, whole mesh was rotated with an animation clip.
That is some awesome work! Thanks for sharing the breakdowns
Do you tend to have plenty of simple legacy animation files? Or do you have a workaround? I’m still trying to find a less painful workflow than creating countless per asset specific animation files.
Thank you Beneuji!
You’re right. We have many legacy animation. About half of our effects have it. Also often we use scripts for fadein/out or simple constant/random rotation in order to reduce amout of animation.
hellow,I am from China. i have seen your game in youtube. and i played. its pretty good!!!
Can i ask you some questions?
1,Is this trail ? or particle ribbon? . i can not make the trail distortion。so ,can you teach me how to do this?
2,do you use the glow or bloom ? beaceuse your game color is very nice.How can you use glow in mobile?
sorry , my english is very poor.
All these trails are made by geometry (the mesh looks like a spiral) emited and animated by the particle system, the texture on geometry is a gradient. In general, almost all this is the imitation of procedural trails and glow