I know some others raised issues about the loudness of the background music, but I'd like to mention that I really like the music choice. It gave me a cheesy smile while learning about particle systems. Thanks for the video! I look forward to seeing what else you make :)
Thanks, well there were more people who disliked the elevator muic, so I had to tune it done. Thanks, if you make a great (2 billion dollar) game give me shoutout :D
This video has higher production quality than the particle system itself. There should be a tutorial on how to make this good of a video, inside the Game Maker.
@@1upIndie I find it a lot easier to just edit particles inside the code. Maybe because i memorized which parameter does what after playing around with particles for weeks. Also my particles are structured to change based on a lot of things so most of the particle code doesnt have any numbers but a lot of variables instead
Great tutorial! I love all the videos you've produced so far, and can't wait to see more! One small note: part_emitter_destroy checks for two arguments: the particle system, then the particle emitter. I didn't get particles all that well until this video. Thank you!
I'm making a game that uses a ton of particles but gamemakers particle system didn't give me enough control so I made my own using structs in a ds_list. It works really well but since it runs on the main runtime instead of directly on the graphics card it can give some major performance dips from time to time
Yeah, not the best system. They wanted the particles to run on the graphics card (now it is still on cpu), but I cannot see (in their update roadmap) when this will take place.
I enjoyed the tutorial but if I may say, I think the background music needs to be more in the background. I had a difficult time hearing you in some spots.
Already solved this issue, well at least in future videos. I would love to reupload the video but that is not possible in youtube, once there it stays...
@@1upIndie You're welcome. The music and visuals are fantastic, very pleasing to watch. What I meant was, it would have been great to see an example of the code put to use. Such as which event within a Game Maker Studio object the code applies to. So whether the code goes into the Create Event, or Step Event, for example. The explaination of the functions was perfect, but some people's learning styles require to see the code in place, in order for it to really click with them. :)
@@DanBraithwaite Hey, have you seen my other "particle" videos? This one is purely abstract so you get the basics, all other ones are practical applications. But if you see in the others flaws, write it down here so that I can improve my videos even more. Win win for all :)
You can copy-paste this text to speed up the particle creating process: global.P_System = part_system_create_layer("Instances", false); global.Particle1 = part_type_create(); // This defines the particle's shape part_type_shape(global.Particle1,pt_shape_pixel); // This is for the size part_type_size(global.Particle1,1,1,0,0); // This sets its colour. There are three different codes for this part_type_color1(global.Particle1,c_white); // This is its alpha. There are three different codes for this part_type_alpha1(global.Particle1,1); // The particles speed part_type_speed(global.Particle1,0.50,2,-0.10,0); // The direction part_type_direction(global.Particle1,0,359,0,0); // This changes the rotation of the particle part_type_orientation(global.Particle1,0,0,0,0,true); // This is the blend mode, either additive or normal part_type_blend(global.Particle1,1); // This is its lifespan in steps part_type_life(global.Particle1,50,300);
That is not an issue. You need to put a setup particle object at start. Then you can rapid fire whatever you want, even at the same time or multiple ones. You only restriction is how many you do (couple of hundreds :D ). At some point you tax overall performance. You can of course delete and create it (the particleSetup object) on demand, which is giving you no significant boost/benefit because it is like a template which just stores how the particles will look like. It doesn't do anything by itself. If you have one more or less object, has no real impact. You can check that out if you use -> real_fps (draw text). Was that helpful?
Hey, that was actually the master plan! Next one will be 1 or 2 examples plus a neat free programm how to make particles with less tinkering. And then more examples.
Thanks for video, really help. But what put a bg music? Also your voice is low respect music. It distract me when i listen you. Please consider remove music for your videos.
I know, there were a few people who disliked that. I am working on making the sound better. But I won't remove the music totally, just try to tone it down.
This tutorial deserves way more attention, its way too good to be kept this quiet
love the music and the organized presentation
Thanks a lot for watching!
Very helpful for getting the enemy death effects working properly! 👍
Thanks for watching!
Thank you so munch I struggled so hard with this! Now my block breaking mechanic works perfectly! >0
Glad to hear I can help a fellow developer out!
Thanks a lot for this!
You are welcome, hope that helps!
I know some others raised issues about the loudness of the background music, but I'd like to mention that I really like the music choice. It gave me a cheesy smile while learning about particle systems.
Thanks for the video! I look forward to seeing what else you make :)
Thanks, well there were more people who disliked the elevator muic, so I had to tune it done. Thanks, if you make a great (2 billion dollar) game give me shoutout :D
This video has higher production quality than the particle system itself.
There should be a tutorial on how to make this good of a video, inside the Game Maker.
Yeah and a lot of other things. Well, there is a neat new way how to do particles with their inbuild particle creation tool.
@@1upIndie I find it a lot easier to just edit particles inside the code. Maybe because i memorized which parameter does what after playing around with particles for weeks.
Also my particles are structured to change based on a lot of things so most of the particle code doesnt have any numbers but a lot of variables instead
Great tutorial! I love all the videos you've produced so far, and can't wait to see more! One small note: part_emitter_destroy checks for two arguments: the particle system, then the particle emitter. I didn't get particles all that well until this video. Thank you!
hey
this man always help the beginners
Yes, from devs to devs. Check out the new particle assets class that does that easier.
I'm making a game that uses a ton of particles but gamemakers particle system didn't give me enough control so I made my own using structs in a ds_list. It works really well but since it runs on the main runtime instead of directly on the graphics card it can give some major performance dips from time to time
Yeah, not the best system. They wanted the particles to run on the graphics card (now it is still on cpu), but I cannot see (in their update roadmap) when this will take place.
I enjoyed the tutorial but if I may say, I think the background music needs to be more in the background. I had a difficult time hearing you in some spots.
Already solved this issue, well at least in future videos. I would love to reupload the video but that is not possible in youtube, once there it stays...
I really enjoyed this, but I feel they should have shown me exactly which events they should have been placed it!
Thanks for the praise. I don't really understand the second part of your sentence. Can you make it more specific?
@@1upIndie You're welcome. The music and visuals are fantastic, very pleasing to watch.
What I meant was, it would have been great to see an example of the code put to use. Such as which event within a Game Maker Studio object the code applies to. So whether the code goes into the Create Event, or Step Event, for example. The explaination of the functions was perfect, but some people's learning styles require to see the code in place, in order for it to really click with them. :)
@@DanBraithwaite Hey, have you seen my other "particle" videos? This one is purely abstract so you get the basics, all other ones are practical applications.
But if you see in the others flaws, write it down here so that I can improve my videos even more. Win win for all :)
Holy s*** man, this is awesome! Honestly videos like these for GMS are rare. You deserve more subscribers like 500k+. Thank you. :D
Yeah and that is my achilles heel, they are rare and specific => low viewcount and subs.... Time for some fluff content.
You can copy-paste this text to speed up the particle creating process:
global.P_System = part_system_create_layer("Instances", false);
global.Particle1 = part_type_create();
// This defines the particle's shape
part_type_shape(global.Particle1,pt_shape_pixel);
// This is for the size
part_type_size(global.Particle1,1,1,0,0);
// This sets its colour. There are three different codes for this
part_type_color1(global.Particle1,c_white);
// This is its alpha. There are three different codes for this
part_type_alpha1(global.Particle1,1);
// The particles speed
part_type_speed(global.Particle1,0.50,2,-0.10,0);
// The direction
part_type_direction(global.Particle1,0,359,0,0);
// This changes the rotation of the particle
part_type_orientation(global.Particle1,0,0,0,0,true);
// This is the blend mode, either additive or normal
part_type_blend(global.Particle1,1);
// This is its lifespan in steps
part_type_life(global.Particle1,50,300);
Thank you. Thank you. Thank you again! Let me like your video more than once!
You are welcome, now make great games :D
@@1upIndie No way! I can only do mediocre ones. My latest :
flashjaysan.itch.io/shinpulu-kulika
This was the most helpfull turtorial
If i were to have multiple particles happening simultaneously, would it be best to load them at once, or load one, and load another when needed?
That is not an issue. You need to put a setup particle object at start. Then you can rapid fire whatever you want, even at the same time or multiple ones.
You only restriction is how many you do (couple of hundreds :D ). At some point you tax overall performance.
You can of course delete and create it (the particleSetup object) on demand, which is giving you no significant boost/benefit because it is like a template which just stores how the particles will look like. It doesn't do anything by itself. If you have one more or less object, has no real impact. You can check that out if you use -> real_fps (draw text).
Was that helpful?
@@1upIndie Thanks for the quick reply and help! That's helped me out a lot! I genuinely appreciate it
be great if you can do some examples of these in action in Game maker :)
Hey, that was actually the master plan! Next one will be 1 or 2 examples plus a neat free programm how to make particles with less tinkering.
And then more examples.
Awesomeness!
And thx aswell :D
specific image_index in particle is possible?
Yes you can always override the image used in the particle. Image_index is normally used for the internal object bound image (assigned to it).
Neat!
Thx
Good info but music is too loud!
Yeah, that is an issue with my older videos, sorry for that.
You're speaking wayyy to fast and not showing any hands on examples.
For that I have videos:
ruclips.net/video/oV28I6NFkV4/видео.html
ruclips.net/video/iMfb1UbIU6Q/видео.html
Thanks for video, really help. But what put a bg music? Also your voice is low respect music. It distract me when i listen you. Please consider remove music for your videos.
I know, there were a few people who disliked that. I am working on making the sound better. But I won't remove the music totally, just try to tone it down.
Music is way too loud.
I know, my old video are still underwhelming, but I cannot replace them, so... I has to stay. This issue has been fixed on newer videos.