Wawi Abdel Kader: Sketch #24

popcornfx
particles

#1

Hello Everyone,

[Update 7]
Enemies! and better floor breaks!

[Update 6]
who likes breaking stuff?

[Update 5]
Making a terrain for the effect!

[Update 4]
Added some colors + few modifications.

[Update 3]
Modified the Anticipation, and connected everything together

[Update 2]
Added X marks the spot:
Imgur

[Update]: added an explosion block out, will link them later on

here’s a quick block out of the effect.

What’s missing

  • More things happening in the beginning. (More anticipation).
  • A target.
  • More work on the timing.
  • More work on the colors.

Feedback and critique are always welcome


Sketch #24 Winners and Badges!
#2

Love this dude! The motion is so smooth and fluid. I also love your colors. Gives it a very neon techy pearlescent glitchy look! Besides the points you already mentioned, it would be awesome see them pop out with an impact like a bubble popping or similar instead of fading out!!


#3

I was thinking about something like this, you had another idea in mind ?


#4

awesome explosions man!)


#5

Added an :x: to mark the spot:


#6

RAD! The bouncy timing combined with the color separation make it feel super satisfying to watch!


#7

Modified the Anticipation, and connected everything together


#8

Great job!!! The explosions look awesome. But it seems the value of gravity can be lower


#9

Added more colors and a few modifications:


#10

I thought it would be cool to make a Terrain as well :fire:

more coming up :wink:


#11

A Small update putting everything together:


#12

Thought that this needed a bit of context:
So made a hero, and some enemies x)


#13

Now that’s the scale :+1:)) I wonder how many polygons you’ve got))


#14

Breakdown time!
I’m actually using a lot of polygons, but since i’m doing this for fun, I really don’t care, which somewhere the point of the sketches.
for each particle I have 3 additive Mesh Renderers with 3 different colors that are offset based on their velocity (it’s some sort of chromatic abberation):
The one in the middle is the red one, the one in front of it is green, and the one behind is blue:

Here’s an example where i’m changing the offset multiplier.

and of course it takes into consideration the direction of the particle:


#15

For the grid:
I’m spawning the particles and giving them a constant force from their position to their position on the grid, so whenever they move, they will go back thanks to that force that pulls them to that exact point.
I also used animated noise to change the size of the cube meshes.

For the holes created in the grid:
I’m using spatial Layers, it’s a concept used to make particles communicate with each other, so whenever a particle is near another particle that is querying the 1st one, we can change it’s behavior.
What i’m doing here is giving it a force, that is strongest in the middle that fades when it gets far.

Another one with a bigger radius:

Another one with a bigger force:

Another one with the Explosion:


#16

Haha that’s so overkill ! love it :smiley:
MORE EXPLOSIONS !

Also, cool breakdowns ! the trick you used for that chromatic aberration is a clever way to work around the “no-shader” constraint.
And nice use of popcorn’s spatial hash :slight_smile:


#17

You’re a legend, geez
This looks AMAZING!