requesting adjustment to positron

Post ideas & suggestions you have pertaining to the game here.
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shanejfilomena
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the 'new' Positron effect is , for lack of a nice word : savagely unkempt ( mess ) .

I took the older effect with as close to the new color as I could guess & think it looks cleaner:
I used " 0xb0, 0xe0, 0xe6" from the 170 colors post : does need a little more blue..but I was
mainly concerned with it's shape looking more like a clean shot.

I am only "opposed" to new effects that I think detract from the image of a clean, well thought out universe for the player ( and the company image )

now..if only we could get a better Plasma effect .. I resorted to the old style until something better comes along
Last edited by shanejfilomena on Mon Dec 18, 2017 10:58 pm, edited 1 time in total.
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AssumedPseudonym
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 That’s actually ion, not positron, and is the only weapon that uses that particular effect. While I do agree with your opinion on the Avalanche/Fracture and kinetic effects, I have no real stance on this one. Apparently Shrike isn’t fond of the new effect, though, since they overwrote it in SM&M++ (and with one I don’t like since it makes my computer lag every time the ion lancer gets fired).
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digdug
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what if we make it tapered ?
would that improve ?
JohnBWatson
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I have to agree on this effect, though it's the ion lancer you're talking about, not the positron lancer. The beams just don't look like weapons fire.
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Song
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AssumedPseudonym wrote:
Thu Apr 20, 2017 8:58 pm
 That’s actually ion, not positron, and is the only weapon that uses that particular effect. While I do agree with your opinion on the Avalanche/Fracture and kinetic effects, I have no real stance on this one. Apparently Shrike isn’t fond of the new effect, though, since they overwrote it in SM&M++ (and with one I don’t like since it makes my computer lag every time the ion lancer gets fired).
....and this is why you give me bug reports. I made a new one using the whiptail effect to replace my original (which was just a clone of the original) to get around ICX issues. If that's lagging then that's a possible engine bug that woulda been good to know about.
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shanejfilomena
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oh...I see..this is why I get stuck cleaning the docking bays..
I obviously don't know my Ion from my Positron ....:)


well, I am Extremely happy you all got in on this.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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digdug
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we6 ion lancer.png
we6 ion lancer.png (187.3 KiB) Viewed 5505 times
tapered, with a slighly larger particlecomet, all the rest the same
shanejfilomena
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digdug wrote:
Sat Apr 22, 2017 2:56 pm
we6 ion lancer.png
tapered, with a slighly larger particlecomet, all the rest the same
Like Button; Like Button; Like Button; Like Button; Like Button; Like Button; Like Button;
.......

oh, there is no Like Button :(

But THAT I can totally support.....it's perfect because it's defining itself .

oh, darn..I haven't used talk like that since I was selling cheap paintings

Hey!! how did you get a Comet ? I thought I was the only one still using that ship
.. are you are shooting at me ?.... I don't have any shields.. :)

p.s. can we have the .xml for the pattern? or
will it just be a secret until it can be slipped into an update?
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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digdug
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there you go :)

Code: Select all

<Effect>
				<Ray
						style=			"jagged"
						shape=			"tapered"
						length=			"108"
						
						primaryColor=	"#00d5ff"
						secondaryColor=	"#006b80"
						>
					<Events>
						<GetParameters>
							(block (
								(damageHP (@ gData 'damageHP))
								)
								{
									width: (mathScale damageHP 10 140 20 40 50)
									intensity: 60
									}
								)
						</GetParameters>
					</Events>
				</Ray>
			
				<ParticleComet
						particleCount=	"200"
						primaryColor=	"#00d5ff"
						>
					<Events>
						<GetParameters>
							(block (
								(damageHP (@ gData 'damageHP))
								)

								{
									particleCount: (mathScale damageHP 10 140 100 300 50)
									length: 72 ;(mathScale damageHP 10 140 60 220 50)
									width: 15
									}
								)
						</GetParameters>
					</Events>
				</ParticleComet>
			</Effect>
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