![]() ![]() These are like object properties, but they only apply in a general way to individual particles. To create a particle, you have to define its general properties. That's the system created then, but what about the particles? Until we define them, the system is basically useless. If you set this to false, trying to access the system using the global variable will cause an error. This is because we want it to persist across all rooms without having to recreate it again. Note that we also flag the system as persistent. It's good practice to create a layer specifically for the particle system and then place your controller instance on that (or assign the layer when you create the system). we’re assigning it to the layer that the instance running the code is on, but you could as easily give it to any layer present in the room that the controller instance will be placed in. Notice that the particle system is given a layer. Global.P_System=part_system_create_layer(layer, true) Since this is going to be a global system that any object can use, we’ll set it up like this: To keep things simple, we’ll place the following code in the Game Start event. This particle controller object will be placed in the first room of your game. We’ll also need to define the system properties and give it a name so we can use it later. PART I - CREATING A PARTICLE SYSTEMTo start, we'll need a controller object for the particle system. Since you’d probably like to avoid those kinds of calamities, we’ll be showing you how to make a global particle system that can be used by any object at any time. If you create it more than once, it can quickly increase the memory usage and eventually cause serious lag at best, or crash your game at worst. This is because a particle system, once created, stays in memory and is ready to be used at any time. How do I set up a particle system in GameMaker?īefore setting up a particle system, it's important to note that most of a particle systems code is only ever called once in a game, usually in some type of controller object in the first room or level (this is not always the case, but it’s a general rule of thumb). ![]() We use code to define a series of visual aspects for our particle, and then we place it in the "container" so that we can take it out and use it whenever we need it. Think of a particle system as a container that holds our particles ready for use. Fire effect made with particles, courtesy of Martin Crownover What is a particle system? ![]()
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