Mist - Assets

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Transcript

Welcome everyone. Well in this series of videos, we are going to be working towards putting together our missed skill. And specifically in this video, our goal is going to be to import some audio files and make a few modifications to some existing particle effects that we're going to be needing for our characters missed transformation effect. Now before we get to any of that, I am just going to jump into an older version of this project just to show off what we are going to be working towards jumping in and playing here. Let me go ahead and make sure well first I need to gather my miscibility here. Okay, and I'm also going to more to the right to show you why we are going to transform into mist.

So I'm going to set my white magic to the miscibility and then I'm going to use it and this is what we're going to see we can transform in the midst and move around. Like so, and then when our timer ends we can exit out of our mist. Now why are we going to use this is because we've got blockers like this in our way saying need Miss to pass the gate. So note that in humanoid form I cannot pass through it but when in Miss form, I can pass right through it. Pretty cool. So that is what we are going to be building towards no need for us to be in this project anymore.

So we can go ahead and just close it out and here we are back in our version of the project. First things first, before we get on to some particles, let's import a couple of sound files that you should find attached to this video lesson. After you download them they should be in your downloads folder. I currently have mine in this directory. The two are looking for W magic missed active and W magic Miss transform. With both of those selected you can select them both by Ctrl clicking Simply drag and drop them down into your content Metroidvania audio folder.

There they are, I can exit out of here and then go ahead and save all. And that's all for the audio aspects of this video. Next I want to work on some particles. And we're going to be working off of a couple of Infinity Blade effects particle effects that I found. If you come under this directory right here, content Infinity Blade effects, it's a long pathway to dig down into it. If you do a search in here for E XP, l Oh, this guy right here, that's the one we're looking for.

And the reason I want to duplicate and borrow from this particle effect is because if we take a look at it, it's got this nice kind of like, poof, smokey effect going on. Now I don't want that blue ring or anything like that. we're eventually going to eliminate that. But that poof of smoke that you saw there. That's what I liked. And that's what I want to steal from this particle effect.

So with that guy located, let's go ahead and right click on it, duplicate it and we will call this p underscore missed trans form. can now we don't see it anymore because I'm still filtering by this ESP l o. So if I just type in Miss, I will find our p underscore missed transform. Now I want to move this to a new folder location right away. So with our sources panels shown and you can show it or hide it like this, make sure that you've got the asset that you just created here located in this folder p Miss transform. Now on the left hand side, let's scroll on down until we can find our Metroidvania particles folder.

Now all I want to do is simply drag and drop this inside of our particles folder here. It's gonna say do you want to copy it here and move Let's say move it here, and it will be successfully moved. So now let's jump into this particles folder there is our P Miss transform. Let's modify a few things about this show a double click on it to open it up. I'll dock it across the top here. And the first thing I want to do is let's see there is I only want to keep two emitters in here, we're going to be cutting out quite a few.

So the two that I want to keep, are going to be this one labeled fast. This emitter right here, and our one called particle emitter, this one right over there's to name one labeled particle emitter, this one right here. So the spikes gonna get rid of that you can click this little checkbox here to exit it out. This particle emitter, the one on the left here, I do want to get right rid of that. Let's exit right there. The one labeled sparks, I want to get rid of that.

So let's click right here to disable this emitter. There's one called flare tail. Let's get rid of that. Now you see we've got this kind of puff of smoke. So the only two emitters that we want here are this particle emitter. It's got the camera offset module at the bottom and the one that says fast.

Okay, so in this particle emitter right here, I just want to change one more thing, the initial location, that module right there got some specifications that I want to place for this. Currently, it's got a z offset of 25 and 50. I don't want any offsets here in the Z location. So I'm going to set this to be zero and zero. And the reason I'm going to be setting this is because eventually when I spawn this particle emitter, I want to Basically spawn right at the heart right at the center of where our characters located not above them a little bit or below our basically right at the middle so that's why I am setting that. So I'm gonna go ahead and save this and this effect for Miss transformation should be good to go.

Next I want to duplicate an asset from our soul city pack here select or rather soul cave pack. So over on the left hand side here I'm going to find my soul cave pack and I want to go down on down to my effects, double click on that and the one that I am looking for in here is our P missed unlit still to not still nothing still to let's double click on this. My Of course my engine is just lagging here a little bit we're gonna not double click right click on it. I'm sorry, let's duplicate this and we'll call this p underscore missed. With that guy created over in my sources panel over here, I want to find my particles folder in the Metroidvania section. So I can left click and drag it right on into there.

We're going to move it here. And with that move, I'm now going to jump on over to my particles folder here in my Metroidvania folder, I can get rid of my missed word here don't really need that anymore. And let's double click on this to open it up. There's a lot of things in here I want to change so this is going to be kind of the the Miss effect that we're going to be controlling around. Once we have transformed into Miss. I'll be it I do want to make quite a few modifications and most of them are going to come in this lit sprites emitter.

So let's select our lit sprites spawn module. And in here, I want to change our constant from two to 20. It's gonna make it a lot thicker. Next, let's go our lifetime module here. And then here, I want to change our lifetime module, the min to be a one second and the max to be three seconds so that each one of those misty pieces if you will isn't going to live quite as long. Okay, next I'm going to select our initial size module.

And I'm going to change our x max to be 150. Our X min is going to be 50. And we're going to set the those across the board. So y max of 150 Z max have 150 y min of 50 and z min of 50. Okay, then I'm going to select our initial velocity module right here. Got some settings for this, our x max is going to be five, the X min is going to be negative five, and we're gonna set those across the board as well.

Five for all the maxes, negative five for all the men. And if you really jacked up one of these values be like 500. You could see what this does right now I set my Z max to be 500. So you can see it's floating up quite a bit. Okay, that's pretty good. Next, let's go to the initial location module on my lit sprites the left most one here, and I'm going to set values of 75 for x max, negative 75 for x men, and then I'm gonna go 75 for y max negative 75.

For y I'm in the Z However, I'm gonna set to be positive 25 and the Z and negative 25 for the Z, so a little bit smaller initial location size here. Okay, now I'm going to switch over to this right side. Let's sprites module or emitter rather. So I can modify some of the modules within this emitter. Each one of these columns is in a mirror each one of these rows here is a module. Let's go with the lit sprites spawn module on the right hand side here, I'm going to change this to be 20 as well.

That's going to thicken things up considerably. Let's select the lifetime module and go to for the men and four for the max. And how did I arrive at a lot of these values? Well, a lot of experimentation To be quite honest. Let's go the initial size module next. The max for our initial size and the x is going to be 100.

And the min is going to be 50. We're going to set that across the board in the x, y and z so 100 there 50 here 100 here and 50 here. Then let's go the initial velocity module right there. Let's set fives across the top here and negative fives for the men so five five and five, and then negative five, negative five and negative five. Just gonna left click and kind of drive my mouse into frame that up a little bit better. And then our initial location here for our lead sprites on the right hand side 7575 that is exactly what we wanted.

Yeah, these are bound together, which we see by that plus symbol. Let's go ahead and save this. And this particular particle effect should be good pending the zero errors. All right, guys, we have some assets now in place. We've got a miss transformation is well is a missed effect. One more thing I want to do with this P Miss transformation you can see the look of this looks way off.

That's not actually what it's gonna look like. So if we restart our sim here, and then capture a thumbnail and I did those rather rapidly I went restart them capture thumbnail. Now if I save this out and exit out, you can see that we've got a new thumbnail image over here to better represent what it's gonna look like. Alright guys, that is going to do it all for this one. See you in the next one.

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