Grey Alien Framework V1.01 out! (inc. particle fx)

BlitzMax Forums/BlitzMax Programming/Grey Alien Framework V1.01 out! (inc. particle fx)

You are welcome all. If you got a rar and a zip that was my fault. But if you got two rars or two zips that was the ISP's fault (I used to have that problem and was keen to see if it still occured).

Barnabius: Thanks, they are quite simple but effective. There are many different ways of using the engine, just experiment. You need good .png files with quite transparent particles.

Blitzplotter: Yeah I added volume balancing for my current game as some of the samples clashed and sounded distorted when played simultaneously. The AOTMG demo doesn't use it though as I added the balancing after I made AOTMG, so if you get stuck as me. However, in the end, in my new game, I ended up removing the balancing as I thought that sometimes it sounded odd when a channel played quieter, and I edited all my samples to make them quieter so that none had peaks above 50/60% and I changed one of the clashing ones for a slightly different one and it all sounds fine now...Although I still do use the channel array to limit the number of concurrent samples and also to force one channel to be a "gem landing" sound, for example, and to not play a new landing sound until the old one has finished - this prevents a "machine gun" effect when too many of the same samples play with only a tiny gap in their start times.