Exploding Ring particle effect with Cocos2d - ios

I found the Exploding Ring particle effect best suite what I need but I could not figure out how to control the blast radius of this particle effect. I.e: not exploding out the whole screen but only exploding in a small circle
Does anyone know how to do it?
Thanks in advance

Probably easiest method is to use Particle Designer (http://particledesigner.71squared.com/). It has full Cocos2D support and you can visually see what you want with the editor without having to code it. You can see how to integrate the export files at http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:particles?s[]=particle. Hope that helps!

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This is known as a trail effect. Sometimes the result of motion blur, we're conditioned to know well through slow shutter speeds in 24fps movies.
Here's a github repo that creates something very similar:
https://github.com/dionlarson/Duet-Trail-Effect-SpriteKit-Playground

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Video example
Have a look at Is there a way to create a CGPath matching outline of a SKSpriteNode? - it seems from that answer that the problem is much more complex than it first appears.
If your sprite is an SVG, a simpler solution may be to manually convert the SVG into a CGPath, and then using that CGPath in your game. A simple tool for doing that is available here: https://swiftvg.mike-engel.com/. Of course doing this manually won't scale well if you have many different sprites.
This may not be exactly the answer you are looking for, but it seems right now there is no simple way to accomplish what you need :)

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Although I am quite experienced with most frameworks in iOS, I have no clue when it comes to 3D modelling. I even worked with SpriteKit, but never with something like SceneKit.
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I already found this question with an example project attached, but this just draws a simple cube: Stroke Width with a SceneKit line primitive type
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Using shader modifiers to draw the wireframe (as described in Stroke Width with a SceneKit line primitive type) is a good idea.
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I found some reference telling me that I can't do that
http://web-c2.anscamobile.com/forum/2012/10/27/dynamic-shadows-2d
http://developer.coronalabs.com/forum/2012/09/13/lightingshadows
Those two threads seem pretty definitive. You could create a spotlight pretty easy, but you can't cast shadows and the light moves different directions very easily.
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I found this link which get's me 90% of the way there. It shows how to emit particles using UIImage which is just what I need. I just need some help tweaking the particles so they spew out like the Draw Something button and not like their fire example and I want to randomize the colors of the particles and make them glow.
http://www.raywenderlich.com/6063/uikit-particle-systems-in-ios-5-tutorial
Okay, just found this which got me the rest of the controls I wanted. The variable I was looking for on the emitters was yAccelleration. Set it to a positive number to make it go down.
http://developer.apple.com/library/mac/#samplecode/Fireworks/Listings/AppController_m.html
Hope this helps someone else!

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