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Lithium Particle Designer 2.0 - Take That Windows


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#21 Sulfuric

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Posted 26 September 2008 - 02:39 AM

No more discussions about decompiling someone's code, OK? That's just wrong, even if your intentions are just for learning. Instead, just ask the author for samples of his code. If he agrees to give them, that's fine. If not, that's fine too.

But either way, DO NOT take what doesn't belong to you. That's a great way to get banned from the GMC. :whistle:

At least he let me know that making it Vista compatible stops him. I'm not sure if it stops all decompilers (or how many there are for that matter), but it's a start.

I'm not sure how a surface would be faster. I guess you'd just be drawing one big sprite, though there aren't enough sprites here to REALLY slow down the game. If you're finding it a tad slow, then exit out of the windows I guess. They're sprites for the most part. I've found GM can handle... oh... About several thousand sprites before it really starts to slow down. I don't think about 4-5 per window (plus text box sprites and button sprites) would really slow it down too much. Remember, the bigger the particle gets, the slower it is! If anything, any slow down of the windows may be helpful. I mean, you're games aren't just particles, are they :(.
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#22 Newly Discovered

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Posted 26 September 2008 - 03:34 AM

the particles don't lag me at all. and you can't draw several thousand sprites before it starts slowing down...
I've programmed a gui system that draws the window based on a sprite, setting the height and width and then stretching parts of the sprite accordingly, drop shadows done the same way, an overlay effect to the window, a background effect to the window, and it drops about 10 fps. I add a reflective surface to the taskbar and it drops another 10-12 fps. drawing eats fps unless you're drawing to a surface, which would basically draw to it, bake it to the surface, and stop drawing it. once it's baked to the surface, it's on the surface for good until you redraw it...which is why the reflective surface uses so much fps...it's constantly being redrawn.
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#23 gamer freak

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Posted 27 September 2008 - 12:48 AM

This program is very useful and easy to use. Great work.

★★★★★ 5/5

Edited by gamer freak, 27 September 2008 - 12:48 AM.

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#24 akrik

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Posted 27 September 2008 - 01:45 AM

Very awesome particle creator, i think its the best one out so far.
I really love the random generator too, its the thing most of the particle generators miss.

Edited by akrik, 27 September 2008 - 01:46 AM.

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#25 DarkFlame

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Posted 27 September 2008 - 03:04 AM

Totally A-Class software, not surprising looking at who made it.

Good stuff SFR
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#26 Sulfuric

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Posted 27 September 2008 - 03:50 AM

the particles don't lag me at all. and you can't draw several thousand sprites before it starts slowing down...
I've programmed a gui system that draws the window based on a sprite, setting the height and width and then stretching parts of the sprite accordingly, drop shadows done the same way, an overlay effect to the window, a background effect to the window, and it drops about 10 fps. I add a reflective surface to the taskbar and it drops another 10-12 fps. drawing eats fps unless you're drawing to a surface, which would basically draw to it, bake it to the surface, and stop drawing it. once it's baked to the surface, it's on the surface for good until you redraw it...which is why the reflective surface uses so much fps...it's constantly being redrawn.

I dunno, I've gotten at least 1000 without slow down. It really depends on whether or not you're scaling them and stuff.

I'm really surprised that it's slowing down. It doesn't for me. It's not that many sprites. I don't think surfaces would be needed anywhere for a program like this anyway. I suppose the best way to make it work would be to make them one single sprite, but like I said, GM can handle more than that. I don't think it matters really. Besides, I like things dynamic, and those windows are. What ever width and height I give them, they will always look good... as far as xp goes...

It's a good thing this is the only program I've made. It takes more work to perfect than I though I guess.
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#27 Sulfuric

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Posted 01 October 2008 - 02:50 AM

Well, I decided to update Lithium Particle designer: Download (Will Host for Food): Lithium Particle Designer 2.0 *Vista Compatible!

For the most part, it's a new graphical GUI, but it also has all the bugs and errors from the first version removed, along with a few added features.
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#28 Newly Discovered

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Posted 01 October 2008 - 02:57 AM

from the screenshots, bravo on taking out xp, but green? and such sharp highlights? I'm downloading it now though.

I'd honestly prefer the old gui over this one. this one is too distracting.
anyway, a max of 44fps without any particles or windows open. around 22fps with no particles and 1 window open. 31fps with 5 particles (whatever that number is where the default is 5) and no windows open.

conclusion? still laggy and even uglier.

Edited by Newly Discovered, 01 October 2008 - 03:01 AM.

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#29 madman

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Posted 01 October 2008 - 10:28 PM

AWESOME :lol:
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#30 Sulfuric

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Posted 02 October 2008 - 12:57 AM

from the screenshots, bravo on taking out xp, but green? and such sharp highlights? I'm downloading it now though.

I'd honestly prefer the old gui over this one. this one is too distracting.
anyway, a max of 44fps without any particles or windows open. around 22fps with no particles and 1 window open. 31fps with 5 particles (whatever that number is where the default is 5) and no windows open.

conclusion? still laggy and even uglier.

Okay, what are your specs? Seriously, it shouldn't lag even remotely that much. It shouldn't lag at all with ALL of the windows open and a good amount of particles. My computer isn't that good... Also, I think it looks better, but that's just me. If you don't like this version, then use the old one on instant play.

Black? Would that be a better color? I could probably make a sweet, red to black background to :lol: . I guess I may still edit it :) We'll see.
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#31 Newly Discovered

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Posted 02 October 2008 - 04:54 PM

something more subtle. you don't want an interface that's going to take priority over the particles. the particles are the main focus of the program, so go with a smooth, easy to read design that doesn't cause the user to gander it over the particles. using your bright white highlights does this.

my specs are minimum vista requirements. I'm not a hardware wiz so I don't even know what they are...but you can find them on the back of a vista box or on any computer website.
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#32 name

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Posted 02 October 2008 - 10:01 PM

Nice name....
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#33 Sulfuric

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Posted 03 October 2008 - 01:11 AM

something more subtle. you don't want an interface that's going to take priority over the particles. the particles are the main focus of the program, so go with a smooth, easy to read design that doesn't cause the user to gander it over the particles. using your bright white highlights does this.

my specs are minimum vista requirements. I'm not a hardware wiz so I don't even know what they are...but you can find them on the back of a vista box or on any computer website.


A white paper published this morning by hardware analysis firm iSuppli, based on its studies of Microsoft Windows Vista running on multiple grades of computer hardware, has concluded that the software publisher's stated minimum requirements for the system -- which include an 800 MHz processor, 512 MB of RAM, and a 35 GB hard drive -- may not be nearly enough.


That explains it :whistle:. I'll work on a black type of GUI.

Sorry about that, name. I didn't know...
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#34 xXHalfieXx

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Posted 03 October 2008 - 08:59 AM

Amazing program. I've never got the concept of particles. This really helped me out.

Thank you.
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#35 Noitora

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Posted 04 January 2009 - 07:21 PM

I'm terribly sorry to bump this topic, I hate necroposting but the link in the first page (willhostforfood) Does not work, are there any kind souls out there that can mirror it?
And by the way, looks really spectacular STARFOXROX! keep up the good work and a happy new year to all of you! :)
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#36 Necromian

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Posted 04 January 2009 - 07:30 PM

Thank you STARFOXROX, from somebody who never learned to use particles :)
The GUI was decent, and I enjoyed playing around with it just to get some cool effects.
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#37 Alert Games

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Posted 14 January 2009 - 01:29 PM

lol. reminds me of this one program i made...

Edited by Alert Games, 14 January 2009 - 01:31 PM.

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#38 DarkFlame

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Posted 15 January 2009 - 04:32 AM

Sorry alert. But IMHO this is better.
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#39 Shining_Saber

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Posted 15 January 2009 - 04:59 AM

Just..... wow.
This is extremely useful.
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#40 Alert Games

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Posted 15 January 2009 - 05:11 AM

uhhh. okay thats ur opinion. this one is a lot simpler but i guess nicer looking. Its good for making a quick particle effect, and putting it right into the game. That's what its made for. My 2.0 was designed more for advanced systems and effects, and can save entire systems and import settings in. If you like this one and it works for what you need, then go ahead and use it.
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