Hello, does anyone knows how to make fire explosion or bomb explosion in Buildbox 3? Do you know any OBJ file that does it? I am not talking about "personal use" license obj files, but commercial use animation or a node like the one @particles created - but he uses Debris asset to generate small pieces, but I am looking for flame affect. Any ideas?
Hi @weboha thanks for your post. This is not exactly what I was lookin' for, but if you'd like to share it, it would be helpful for others to explore and improve further. Still, I think what you have done is cool! Thanks for sharing. From the video I see above, I think you can share how you made this "perfect" and "amazing" I mean, yes, those are labels or obj text files, but how you go about showing them up when the game is played well by the player to initialize perfect / amazing. I can tell you are publishing for Voodoo from time to time.
i am using this web site for making explosion animation: http://explosiongenerator.com when explode an object its showing also animation. for amazing text i used an object, there is only label inside. there is 4-5 text coming randomizes. object is under the platform. when level finish, position animation start and its go up.
This website is actually quite handy, I was able to generate PNG animation and using Animation Node on defeat did it very nicely to have that flame effect. Beautiful. Thanks a TON.
Also the text labels in your game are also quite handy, but as you said, they are generated randomly, so there's no actual perfect that triggers on well-performed action. Still it's close or creates the illusion for it Any ideas on how to generate Perfect text when action is performed well? @weboha
its an object under the platform and inside there only label and code. when level and i used position animation. this object goes up. for random text i used this code: var _awesometext; function init(){ _awesometext = []; _awesometext.push("Awesome!"); _awesometext.push("Good Job!"); _awesometext.push("Perfect!"); let index = Math.round(Math.random() *2); Settings.awesometext = _awesometext[index]; this.entity().component('Label').setText(String(Settings.awesometext)); } _end.y += _start.y; _end.z += _start.z; } }
This is some handy work. Thanks for sharing, would you mind exporting this text object as a BBAsset and share it in the Node Section?