Note on the video and this image ^, the black shading is NOT A PROBLEM, its a problem due to the method of exporting I did. The black out line still is though.
Oh also, you might mention “oh use pixel fix”, however,
Pixel fix fixes white squares and single images, but does not fix transparent flipbooks like such.
Thanks for the info here and my apologies for replying to your message! The reply was actually directed to the OP rather than yourself as I assumed they marked it as a solution themselves, hence why I pinged them. I’m aware of most of the info you mentioned here but hopefully it’ll help out others in the future. Sorry for the confusion!
@imdaros the general solution for the alpha dark outlines is to bleed the color to the neighbor pixels as described in the posts above.
It looks like pixelfix has a bug or not working correctly with your specific flipbook (which is a cool explosion btw!). However you should be able to find another tools that has similar functionality and would resolve the issue for you. As an example, I’ve tried GIMP’s Value Propagate filter and it does the job and removes the black outlines.
It’s not so much a bug but rather a limitation in how bilinear filtering works. There are two common approaches to address this:
Color Bleeding: This is the current solution to address the problem.
Pre-multiplied Alpha Textures: We find this concept appealing and would like to explore its use in the future.
While the existence of the Color Bleeding option lowers the priority of developing an alternative, we are open to looking into Pre-multiplied Alpha Textures when time allows. In the past, there were significant technical challenges or a higher degree of work required for full support. However, these challenges are less daunting now, making implementation more feasible. Unfortunately, it’s not included in our current roadmap, but it’s something we might consider for future updates.
There’s an extremely long list of features that would improve the particle system entirely, to name a few:
normal maps for particles
emmisive maps for particles
collisions (I understand how this could be unfeasible & tricky)
shadows
combing multiple imageids into one flipbook inorder to keep a high resolution without going the upload limit of 1024x1024
noise/chaos to particle movement
trails for particles
And for the flipbook layouts, maybe I’m missing something, but why can’t it be custom, why isn’t it just a vector2 value and the X is number of frames on the X axis and the y is the number of frames on the y axis, I believe this was answered before with “due to time constraints” but surely it would just be a not too complicated formula, nearly any other game engine does this.
If roblox could open source certain features and have a “moddable” version of studio, I’m sure other developers and I would be happy to dig in to the particle system and implement the features they want themselves, and could submit the changes to roblox and roblox can decide weather or not it’s well made/is a good idea. Saves roblox time and money and let’s developers take charge of the engine they work on.
I’ll double check internally on the custom layout and the 1024 limit. The rest sounds like great ideas, but are probably too large in scope to squeeze in the current roadmap.