WingNuts and BoltsThis section details the explosion creator
At the end of the day, WingNuts comes down to 1 thing, Blowing Stuff up. To do that you need 3 things, Soemthing to Shoot, A Weapon, and well a big explosion. This is probably the funnest part of the editor. With minimal effort you can create an amazing explosion.
Your standard explosions window.
As you can see from the above image, Explosions are nothing but a lot of particles and a lot of debris. When you make an explosion in the editor, remember that an enemy can have 16 explosions assigned to it. So you don't have to design all effects in one explosion. For example, say the enemy you are blowing up has an energy shockwave and a big fireball. Make each item an explosion, then assign both to the enemy.
First you need to make a new Explosion using the New button.
The Emitter image - is just a test image you want to have blow up. It is only used in the editor to view your explosion.
Once you have your explosion named, it's time to assign particles and debris. You simply choose from the list. Any particle or debris you created in the particles or debris sections will be available here. You simply choose the particle and then how many will spawn. For an explosion to appear "full" you probably want between 10 and 20 particles. For a big "meaty" explosion try 30 particles. The more particles an explosion uses, the more processor (graphic and other) power it will take to draw the explosion. The number of particles can grow fast, so keep a close eye on your FPS (Frames Per Second).
To adjust the timing of an explosion, you will have to adjust the actual particle. This is where the delay option for a particle comes in vrey handy.
Much like the particles, the debris are added to an explosion the same way. There's no "right" or "wrong" number of debris, so experiment to see what looks best.
To test an explosion, click in the window with the mouse, every mouse click will trigger an explosion.