gajop wrote:I liked the video, the explosions really look cool.
Thanks, I worked hard on them
gajop wrote:
A few things:
1) I'm not sure if it can or should be included in ABC(E?), it doesn't really seem small or game-agnostic (most stuff were futuristic-looking explosions). Maybe making it a rapid module like jk did with chili might make more sense, but it depends on how this is supposed to be used. If users are expected to edit these files then it wouldn't work.
It is both small and game agnostic. Remember if you need them to fit a specific style then you can simply change the graphics used and easily achieve that.
No users aren't expected to do any editing.
The CEGs all use common names like "genericshellexplosion-medium-green", so you would use:
explosionGenerator = "custom:genericshellexplosion-medium-green",
in your weapondef.
You can easily change that because they all use the common naming convention, I.E.:
explosionGenerator = "custom:genericshellexplosion-large-blue",
And viola, you have a completely different explosion simply by changing a name
gajop wrote:2) As a CEG newbie (never wrote any), I'm not entirely sure what this covers exactly. Is it just explosions and that laser effect-thingy? Or does it extend to projectiles/weapons/other effects? If I wanted to make a level-up effect like the thing in WC3, could I use this? What about magic spells: directed - fireballs, aoe - firestorm, unit-effecting speed buff... ?
Currently these cover shell explosions (unit weapon impacts), and unit death explosions. Soon it will cover building explosions, but I haven't finished them yet.
That said, you could use these however you like, and if you felt ambitions, editing them to fit what you need would be simple.
Simple things like powerups and pickups and stuff like that is as simple as displaying a sprite. I do it for quite a few things in evo actually. It's not really difficult enough to warrant making a generic placeholder for it.
You wouldn't use these for cegtags. If you look in evo, several units that use cannons actually have ceg effects as their projectiles. In order to make that look good you need to know what you're doing, cause cegtag only spawns once every 32 frames (cegtag means emitting a ceg from a weapon projectile).
gajop wrote:3) I think this could use a wiki tutorial so newbies can get started with it. It's OK to link to existing CEG ones if there are any, but this would still need its own wiki entry, to at least give an overview of the project (for minimum, the things you said at the end of the video, including how to use the toolbox to view it).
Toolbox is chili specific

A wiki article would be a decent idea.
The point of this though, is that lets take BA. Unit projectile and explosion effects in BA are laughable.
BA could take this, drop it in, and immediately the game would look a zillion times better.
Weapon impacts, unit deaths, and building deaths are the 3 main areas that need to be covered for a basic game. Anything else would be a bit more of a custom thing.