#Is the particle system easier or harder to make effects?
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You can use and combine both methods.
Elaborate?
You can use animated sprites in the particle system itself, or you can simulate more complex effects using objects. You don't have to choose between one or the other when you can use both to your advantage
The particle system is more efficient than creating multiple objects
The particle system (the runtime side of things) is really efficient and useful for making just about most effects.
And with a little bit of logic handling, you can easily make some really nice looking effects.
Like my lil magical circle effect for example.
Going by Foxy's point, you can just combine them together
Have particles for the actual look/effect/automated motion/animation/spawning additional particles, etc.
Have an object that spawns them at either offsets or under specific conditions.
As for the particle system asset/editor, that one is also pretty good. Although, it is initially a bit harder to work with and having it placed directly in your game.
I find it much more nicer as a quick visualizer for making particles, since there is a button to copy the particle system/emitter/type code into your clipboard
(The emitter isn't needed)
Even if you didn't want to use objects to help control some form of logic, you can just spawn particles as you need, like dust particles for jumping.
I wanted to emulate celeste Dust jump and landing particles
I tried with particle system and I thought it was a mess to understand
Is there an alternative?
Besides hand drawn
Do you mean with the particle system asset, or manually making the particles with code?
GM's own particle system
I should clarify, it's the same thing
Where I create it and edit
The way I would go about it personally is I'd just use the particle system asset to get the basics sorted
Gravity at 270, direction at 90 for min/max. Life min/max with some offset (20 frames to 40 frames for example)
Set the particle texture to a pixel at 0.1 scale (or smaller/bigger)
Then rather using the particle system asset directly, I would just hit this button
So I can obtain all of the code for setting up the particle type/system/emitter, without the particle system asset
Any tutorial that could help me introduce to code particles?
GML or shader language?
It's just GML
Oh okay
The entire particle system has existed since legacy GameMaker days, very old
The asset itself is just a wrapper essentially
I don't have anything specific in mind to your exact specific... Lemme see
As for this, you can control how particles are spawned. So you can do some loops and some randomized offsets to spawn a couple particles
Hello everyone,
In today's tutorial, I'll be covering how to create a basic particle system, and I'll cover the creation of particle systems, how they function, and why we should utilise them in any games developed. The source code will be available in the Google drive, and feel free to download and play with the source code.
As always, thank ...
No real good tutorial
Unless we go back to GMS 1.4 or below
But most of them should cover about the same sort of basics
Emitters are optional by the way, you can use part_particles_create() instead