Hey GM, could you guys do a short tutorial on how to get a particle asset into the game? Everytime I'm using particles I find myself reading the manual again trying to set it up. There are so many functions to the system, making it difficult to find the right ones. I found a couple of posts on Reddit/Forums with users just trying to figure out how the editor translates to actual use in game. The editor is so much more convenient then the old system where we would make particle though code. It would be a shame if it goes to waste (especially for beginners) due to the setup being an information-overload. Most users (including myself) just want to use some simple particles. - Spawn an explosion on collision. - Create a smoke emitter - Trails from an object. Having acces to a short tutorial that goes through the basics of seting up a particle system in your game would help a lot. This Live Tutorial is nice, but also a hour long ;-)
With this system I can make particles effects without the need to create them using code. Using the built-in particle system I don't need to destroy them as we did before (to not face memory leaks issues when restarting a room) right?
Currently, you can’t, a particle system can only be rotated in the room editor or in the sequence editor, but not when created at runtime. There is a request for these functions, so they should be added in a future release
Hey GM, could you guys do a short tutorial on how to get a particle asset into the game?
Everytime I'm using particles I find myself reading the manual again trying to set it up.
There are so many functions to the system, making it difficult to find the right ones.
I found a couple of posts on Reddit/Forums with users just trying to figure out how the editor translates to actual use in game.
The editor is so much more convenient then the old system where we would make particle though code.
It would be a shame if it goes to waste (especially for beginners) due to the setup being an information-overload.
Most users (including myself) just want to use some simple particles.
- Spawn an explosion on collision.
- Create a smoke emitter
- Trails from an object.
Having acces to a short tutorial that goes through the basics of seting up a particle system in your game would help a lot.
This Live Tutorial is nice, but also a hour long ;-)
I would also prefer a shorter tutorial. Especially with a higher information density. Watching a former live stream is frustrating.
In the same boat. Making particles look pretty is useless if we don't know how to actually implement them into our projects
Great run through, thanks for the tutorial.
Release date?
I would like need to know, since this will help my project :>
@@pablosantana4233 today
Very great!! Good job making it!!
is there a Drag and Drop action for part_system_position or I will require to add an Execute Script and do it there ?
With this system I can make particles effects without the need to create them using code. Using the built-in particle system I don't need to destroy them as we did before (to not face memory leaks issues when restarting a room) right?
how can you change the rotation/direction of the system if you need it to shoot out a towards something
Currently, you can’t, a particle system can only be rotated in the room editor or in the sequence editor, but not when created at runtime. There is a request for these functions, so they should be added in a future release
@@GameMakerEngine I am giving the particle editor another try. Does it still has all these limitations that we can't manipulate it through code?
What will happen with my current particle systems in my project after I install this update?
They will remain unchanged. The particle editor uses the same particle system that had always existed in GM.
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Sardar?