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How are explosions done? in 2d

PostPosted: Mar 12, 2004 @ 7:21am
by j.edwards
I am starting a new game, and it is going to need big explosions for a 2d side scroller game. Just wondering - how are explosions normally done? I would imagine you could get a series of bitmaps (would have to have alpha on the edges) and just run them as an animation. But how do you "draw up" the frames for animation? I have photoshop and can fancy effects with it - but how do you do each animation frame?

The sort of explosion I want is the really nice looking ones that fade away. Hope that makes sense. Any tips appreciated.

PostPosted: Mar 12, 2004 @ 8:51am
by Johan

Re: How are explosions done? in 2d

PostPosted: Mar 12, 2004 @ 10:33am
by xPeterx

PostPosted: Mar 12, 2004 @ 2:54pm
by Conan

PostPosted: Mar 12, 2004 @ 3:40pm
by mlepage

PostPosted: Mar 12, 2004 @ 6:46pm
by warmi

PostPosted: Mar 12, 2004 @ 11:35pm
by Conan

PostPosted: Mar 14, 2004 @ 8:39am
by Mr X

PostPosted: Mar 14, 2004 @ 9:10am
by Conan

PostPosted: Mar 14, 2004 @ 10:09am
by StephC

PostPosted: Mar 15, 2004 @ 1:00am
by j.edwards
Thanks for all the tips.

Johan: I have decided I want to go with something a bit more random than animation type effect - I am planning on having a range of explosion sizes. Thanks anyhow.

Conan: I've tried a palette based blur effect like typically used in fire effects - still have to tweak it a bit to get the exact effect I'm after though:


(Don't click near the edges as I don't have clipping on yet, and there's no exit - you will need to reset :))

warmi: Splitting up sprites is a good idea. I was going to have separate "explosion bits" sprites, but will give your idea a go. I had a look at the movie, and the explosion themsleves were pretty ordinary, but the splitting effect really worked well.

Mr X: Thanks for that. If it turns out I can't afford to waste cpu processing realtime explosions I may fall back to that.

PostPosted: Mar 15, 2004 @ 5:39am
by fast_rx

PostPosted: Mar 15, 2004 @ 8:47am
by j.edwards