At last implemented that old idea from rexo's mockup:
DG when i said it was a bad idea, i meant it. 8am here and I srsly want to sleep already. And looks like you'll have to postpone 1.0.5 release a little more :3
I've been looking at these particle effects in the code and wondering what they might look like in the execution, as I haven't been able to run the shaders for most of them.
Glad that I've found this thread and at last found the answer :3.
I've been thinking of making my own library of particle effects for addon and module makers out there, just to get used to procedural computer graphics. I will of course need to find some way to run the awesome OpenGL shaders :/. But in short, I think what you two have done here is an excellent idea, be proud!
edit: Well, I updated my computer to Windows 8.1, and all of a sudden these wonderful firmware updates started flooding in which have caused me to be able to view the shaders! Now I can create my own... Beholders are going to get something very special from this, yes they are.
Explosive fireball has 3 major uniforms: is_exploding(>0.5 means the particle started morphing into explosion from tick_start, <0.5 means it's a simple particle), explosion_time_factor and particle_time_factor are for separate tuning of particle and explosion evolution speed.
Do not use any manual fade in/fade out for transperency with these effects. If you want to fade them faster/slower, either change time_factor or ask me to change something more thorougly.
Pfft damn you suslik !! now I'll have to play yet an other fire archmage !!!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning