#Is the particle system easier or harder to make effects?

1 messages · Page 1 of 1 (latest)

fallow grotto
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The game maker's particle system is easier or harder than just drawing by hand the effect or use a exterior program? I tried to do a dust landing and jump effect using the system and was so weird and hard to understand that I just did by hand.

coral harbor
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You can use and combine both methods.

fallow grotto
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Elaborate?

coral harbor
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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

vital kestrel
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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.

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Going by Foxy's point, you can just combine them together

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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.

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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

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(The emitter isn't needed)

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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.

fallow grotto
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I wanted to emulate celeste Dust jump and landing particles

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I tried with particle system and I thought it was a mess to understand

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Is there an alternative?

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Besides hand drawn

vital kestrel
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Do you mean with the particle system asset, or manually making the particles with code?

fallow grotto
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GM's own particle system

vital kestrel
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I should clarify, it's the same thing

fallow grotto
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Where I create it and edit

vital kestrel
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Just handled it in two different ways

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Okay so the particle system asset

fallow grotto
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Yeah

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QwQ

vital kestrel
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The way I would go about it personally is I'd just use the particle system asset to get the basics sorted

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Gravity at 270, direction at 90 for min/max. Life min/max with some offset (20 frames to 40 frames for example)

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Set the particle texture to a pixel at 0.1 scale (or smaller/bigger)

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Then rather using the particle system asset directly, I would just hit this button

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So I can obtain all of the code for setting up the particle type/system/emitter, without the particle system asset

fallow grotto
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Any tutorial that could help me introduce to code particles?

vital kestrel
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It's just GML

fallow grotto
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Oh okay

vital kestrel
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The entire particle system has existed since legacy GameMaker days, very old

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The asset itself is just a wrapper essentially

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I don't have anything specific in mind to your exact specific... Lemme see

vital kestrel
vital kestrel
# vital kestrel I don't have anything specific in mind to your exact specific... Lemme see

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 ...

▶ Play video
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No real good tutorial

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Unless we go back to GMS 1.4 or below

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But most of them should cover about the same sort of basics

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Emitters are optional by the way, you can use part_particles_create() instead