Different Particles Editor for LibGdx - libgdx

I'm a newbie in 2d game programming. I currently use for my project libgdx framework. I want create particles effect but the particle editor that came with library is not very easy for me. Is there a possibility to use different program to create particles and use with libgdx?

Right now this is the only Particle Editor with support for Libgdx. You may use another one. But you would need to write a loader for it. Which is much harder than learning how to use the Libgdx one.
I advice you to take some time to learn it. Its worth it.

Related

How can Cocos2dx particle system achieve a burst effect?

I am new to Cocos2dx, and I am playing with the awesome particle system in my game. However, I couldnt able to design the best effect in my mind.
What I would like to see is something like in this video.
I think the main difference is that I cannot configure to let all the particles appear at once and disappear at the same time afterward. The particle generation time seems to be random.
So my questions will be: Is there any workarounds that I can configure the effect like that link in Cocos2dx? Or is there any other suggested ways for me to stick with?
I have another solution in my mind which is use sprite animation instead. But then it will lose the flexibility. I love a configuration approach similar as particle system that can easily create different visual effect by only changing parameters.
Any help will be appreciated!
Thanks!
You can download Particle Editor for Cocos2dx and V-play from below link:-
http://games.v-play.net/particleeditor/
also you can show a demo here for various particle effects:-
https://www.youtube.com/watch?v=6wUrf_veEvU

Using Physics Editor and using it's .plist Cocos2d-x V3 for better collision detection

I was working on a cocos2d-x project. Its a simple game. Everything is working right apart from collision. Though, It is working but collision is not very realistic. I browsed and discovered something called - Physics Editor. I read tutorials from - http://www.codeandweb.com. It generates a .plist of your sprite. I'm making game for android in c++.
Now the problem -
How to use that .plist with cocos2d-x V3.8. Is it a good idea to make collision detection better this way?
I want to start with box2d and chipmunk but there are no good and new tutorials. In case you have anything, Feel free to suggest. Thanks is advance !
Actually Physics Editor itself provides special C++ class for loading its plist and creating PhysicsObjects from it.
You can easily get it on github: https://github.com/CodeAndWeb/PhysicsEditor-Loaders/tree/master/cocos2d-x

TweenEngine library vs libGDX Interpolation class

I'm developing a game based on the libGDX framework in eclipse that will have smoothly movements between my entities, so for that, I have used TweenEngine (and it is working nice), but recently I found that libGDX have its own class for interpolations.
I know both are for tweening (or for nice and smoothly animations), and I just want to know if there are technical difference or limitations between this 2 options basically because if both are the same, I would opt for the second one since it is already inside libGDX.
From one side there's generally better to use included tools because of integration and final application size (not saying of setting up the environment or exporting project problems).
On the other hand please notice that Libgdx Interpolation starts to be useful only when you are using it with Scene2D actions. And here is the problem in my opinion because you must implement stage and actors mechanisms - which is good idea by itelf but can be almost impossible if you have created almost whole application without it.
Then I would recommend you:
choose Scene2D actions + Interpolation easing if you are able to implement Scene2D in your project and the easing actions are only reason you want to use Tween Engine
choose Universal Tween Engine if you want to stay independent of new machanisms and use Sprites etc in traditional way

Refactoring for starling

I'm making a flash app for AIR. The app is mostly made, but I'm not happy with rendering speed on mobile (render mode - gpu).
I know there is a framework that allows user-friendly way to work with Stage3d called Starling, but I've never used it.
After looking into it and following through some tutorials I've noticed that I need to rename all package flash default classes, e.g flash.display.DisplayObject -> starling.display.DisplayObject.
But such action might be destructive to my code base, plus, I have other frameworks attached that work with some flash package classes.
Is there a way to attach Starling to a complete project without re-naming all the package names, changing assets and re-factoring all frameworks that work with default AIR API?
If you're thinking of switching to Starling, you'll have to redesign your whole rendering code. Starling is no drop-in solution. Just renaming classes in your existing code will not do because it completely replaces flash display list for Direct3D, which does all it's rendering with GPU, with all the differences it brings: bitmapped graphics, texture atlases, careful draw ordering. Learning curve can be a bit steep in the beginning but once you get familiar with basic concepts it's a breeze to work with.
IMHO, it's well worth the effort, especially on mobile. Code that ran in low 10s of FPS in classic display list can easily be made to run at solid 60fps with Starling. Basically, for flash on mobile, Stage3D is the only game in town. And Starling is the best supported and widely accepted framework for 2D stuff on Stage3D, with lots of supporting libraries and a very helpful community of developers.
Go on, take the plunge, you won't regret it.
You can run Starling and a native flash application layer at the same time but it wouldn't give you an optimum experience.
If you want to take full advantage of the gpu acceleration of Stage3d and Starling though it would be preferable to refactor your existing code to use Starling display objects rather than Flash display objects.
You might want to post this question on the Starling forum, they are very helpful guys and it's a thriving developer community! - http://forum.starling-framework.org

Flash 3D Navigation Wall

I would like to create a 3D navigation wall similar to http://www.dior.com/couture/en_us/The-House-of-Dior/THE-HOUSE-OF-DIOR.
I've seen a similar plugin in http://www.flashloaded.com/flashcomponents/3dwall/.
However, I want to create it from scratch as I need to customize it very much.
Any starting template you know would be helpful.
A template might be helpful, but if you truly need to customize it very much, I would suggest that you learn the ins and outs of a nice 3D code library. If you do find a template, you will probably spend just as much time tweaking it only to find that it doesn't allow for what you want.
There are many existing 3D libraries for ActionScript that could make this a pretty straightforward task. PaperVision3D, Away3D or even the native Stage3D API in the Flash Player could get you going in the right direction.
If you want to customize it and have full control over the content you better learn something from scratch: Alternativa3D, Away3D, Flare3D (quite yeasy), Minko.... Those are the most popular and depends on your needs.