Thanks for watching! The video definitely took longer to make than expected. Do let me know if there are any specific particle effects that you would wanna learn to create; if I have enough suggestions then I may do a video on them.
I often watch tutorials on how to do this or that in GMS2, I've got to say this is the clearest and most straight to the point video on the subject of particles I've seen, so are the rest of your videos in general by the way, thanks a lot on behalf of the GMS2 community!
Wow. I didn't realize particle systems could be this easy. It sounds intimidating but the way you laid it out seems pretty easy to understand and follow. I think I'll try my hand at particles in 2.3
Your tutorials are great. Direct and concise, without verbal padding. Honestly, I couldn't figure how to use surfaces until you posted a 30 second .gif on r/gamemaker. Other tutorials would take twenty minutes and I'd just get lost in all of the unnecessary talking. My question: Lets say you wanted to create a particle that needed to update parameters according to variables held in other objects. Like the hotter a cannon gets the whiter the color of the particle for muzzle glow. Or a smoke flair that shifts according to the wind, with the relevant variable being stored in a weather controller object. (ie: oWeather.windDir). What's the process there? Thanks!
Thank you! :) For modifying particles based on the situation, you can always change a property before creating a particle. For example, before you do *part_particles_create()* to create a smoke particle, you can modify its direction (with *part_type_direction()* ) based on your variable. Same for the color (but you can also use *part_particles_create_color()* ).
Thanks for the tips here, I have been struggling with how to centrally manage my particle system for a while now and this gives me a clear way to define them and use them across multiple objects cheers :)
Can you do a video on or add a comment about using the direction of a particle in relation to an objects direction. I have been using a sprite as a particle attached to an object, however, when my object changes direction or angle the sprite keeps its orientation...
Hey! You can always change a property before creating a particle. For example, before you do *part_particles_create()* to create a particle, you can modify its direction (with *part_type_direction()* ) or orientation, based on your object's direction.
Excellent explanation! I have a question. My game relies on heavy use of particles, I have read that it is best to destroy the particle system as well as the particle types to avoid memory leak. Should I remove all particle types and then the particle system before the game ends?
I don't think you have to do that at Game End, as all game-related memory is released anyway. But, in case you're using game_restart(), you might wanna do that... Though I suggest not using game_restart() at all.
Hi Matharoo! Thanks for another amazing tutorial! I've wanted to use this for my game however I seemed to have run in to a problem when switching rooms. In the first room the particle system works fine, however when switching rooms it doesn't exist for some reason and returning to the first room also has the same problem, do you know why that might be? many thanks!
For some reason, this is not working properly for me. If I have the trail particle set to a shape, the blood particle reverts back to a shape instead of a sprite. Am I missing something? // Blood Particle var _p = part_type_create(); part_type_sprite(_p,spr_Blood,false,false,true) part_type_life(_p, 20, 40); part_type_scale(_p, 0.3, 0.3); part_type_gravity(_p,0.3,270) part_type_speed(_p, 2, 4, 0, 0); part_type_direction(_p, 70, 110, 0, 0); part_type_orientation(_p, 0, 0, 0, 0, true); part_type_alpha2(_p,1,0) global.ptBlood = _p; // Trail Particle var _p = part_type_create(); part_type_shape(_p, pt_shape_disk); part_type_life(_p, 40, 50); part_type_size(_p, 0.4, 0.4, -0.02, 0.05); part_type_alpha2(_p,1,0) global.ptTrail = _p; // Set as step part_type_step(global.ptBlood, 1, global.ptTrail);
@@GameMakerStation I've went ahead and disabled them for now. I found an odd bug with the particles randomly crashing the game. Doesn't appear to be a memory leak, but I'm not sure what exactly is going on because there is no error log output
Well, that's something I've never done. I have created 3D FPS games in GMS2 before but I just use the built-in 3D camera rather than ray-casting (which is not some built-in GMS2 feature anyway). If you do want to discuss matters related to ray-casting, feel free to hop onto our Discord server. Other community members may be able to assist you. discord.gg/TykHyqK
Thanks for watching! The video definitely took longer to make than expected. Do let me know if there are any specific particle effects that you would wanna learn to create; if I have enough suggestions then I may do a video on them.
Can you make fire particles, like a touch?
Yes please
A perfect balance between a tutorial and the docs, love it.
I often watch tutorials on how to do this or that in GMS2, I've got to say this is the clearest and most straight to the point video on the subject of particles I've seen, so are the rest of your videos in general by the way, thanks a lot on behalf of the GMS2 community!
Thanks. It is really very helpful. This is the most clear instructions on creating a particle system.
I am just getting into game maker Studio 2 and this is by far one of the best explanations on particles. Good job and I worth a subscribe!
Wow. I didn't realize particle systems could be this easy. It sounds intimidating but the way you laid it out seems pretty easy to understand and follow. I think I'll try my hand at particles in 2.3
Your videos keep me going with GML and support my work like nobody else. Good structure and easy to understand!!
Thanks, I'm glad you're enjoying my videos :) Happy GameMaking!
Thank you so much for this video ive been looking for a good particle video and i found the best one ever def sub keep it up man
Your tutorials are great. Direct and concise, without verbal padding. Honestly, I couldn't figure how to use surfaces until you posted a 30 second .gif on r/gamemaker. Other tutorials would take twenty minutes and I'd just get lost in all of the unnecessary talking.
My question: Lets say you wanted to create a particle that needed to update parameters according to variables held in other objects. Like the hotter a cannon gets the whiter the color of the particle for muzzle glow. Or a smoke flair that shifts according to the wind, with the relevant variable being stored in a weather controller object. (ie: oWeather.windDir). What's the process there? Thanks!
Thank you! :)
For modifying particles based on the situation, you can always change a property before creating a particle. For example, before you do *part_particles_create()* to create a smoke particle, you can modify its direction (with *part_type_direction()* ) based on your variable. Same for the color (but you can also use *part_particles_create_color()* ).
man ur tutorials are always simple and easy to understand, thx for the content. it always helps me :)
Impressive tutorial. Very clear explanations, Thank you.
Thanks for the tips here, I have been struggling with how to centrally manage my particle system for a while now and this gives me a clear way to define them and use them across multiple objects cheers :)
This is excellent, very high quality and extremely useful
Thanks a lot!!, But when I test ran the code it would give me a error message. Do you know how to fix that?
Wow, that was an awesome tutorial!
Osear Yo me pregunto Quien puede eseñar tan bien como tu... felicidades..amigo... me inspiras mas al desarrollo de videojuegos...
Thanks, that’s just what I needed! This helped a ton!
This was wonderful, thank you! Really helped me wrap my brain around it.
Can you do a video on or add a comment about using the direction of a particle in relation to an objects direction. I have been using a sprite as a particle attached to an object, however, when my object changes direction or angle the sprite keeps its orientation...
Hey! You can always change a property before creating a particle. For example, before you do *part_particles_create()* to create a particle, you can modify its direction (with *part_type_direction()* ) or orientation, based on your object's direction.
Fantastic, very clear, straight to the point :)
hey did you ever figure this out? My particles do not show correctly. It keeps showing a square
Hey Mate, what software do you use to edit your videos? Great tutorial!
Camtasia 🙂 Thank you!
Can you make a tutorial on double jumping ?
Excellent explanation!
I have a question. My game relies on heavy use of particles, I have read that it is best to destroy the particle system as well as the particle types to avoid memory leak. Should I remove all particle types and then the particle system before the game ends?
I don't think you have to do that at Game End, as all game-related memory is released anyway. But, in case you're using game_restart(), you might wanna do that... Though I suggest not using game_restart() at all.
Hi Matharoo! Thanks for another amazing tutorial! I've wanted to use this for my game however I seemed to have run in to a problem when switching rooms. In the first room the particle system works fine, however when switching rooms it doesn't exist for some reason and returning to the first room also has the same problem, do you know why that might be? many thanks!
Ah it seems to work room to room when I delete the clean up section, is that a bad practice though?
The particles doesnt show....I have to put the object in the game room. But then the shape doesnt change. It only appears as a square
For some reason, this is not working properly for me. If I have the trail particle set to a shape, the blood particle reverts back to a shape instead of a sprite. Am I missing something?
// Blood Particle
var _p = part_type_create();
part_type_sprite(_p,spr_Blood,false,false,true)
part_type_life(_p, 20, 40);
part_type_scale(_p, 0.3, 0.3);
part_type_gravity(_p,0.3,270)
part_type_speed(_p, 2, 4, 0, 0);
part_type_direction(_p, 70, 110, 0, 0);
part_type_orientation(_p, 0, 0, 0, 0, true);
part_type_alpha2(_p,1,0)
global.ptBlood = _p;
// Trail Particle
var _p = part_type_create();
part_type_shape(_p, pt_shape_disk);
part_type_life(_p, 40, 50);
part_type_size(_p, 0.4, 0.4, -0.02, 0.05);
part_type_alpha2(_p,1,0)
global.ptTrail = _p;
// Set as step
part_type_step(global.ptBlood, 1, global.ptTrail);
Not sure... Please join the Discord server linked in the description, you can ask there.
@@GameMakerStation I've went ahead and disabled them for now. I found an odd bug with the particles randomly crashing the game. Doesn't appear to be a memory leak, but I'm not sure what exactly is going on because there is no error log output
Can you make a video about ray casting if that is a feature in game maker?
Well, that's something I've never done. I have created 3D FPS games in GMS2 before but I just use the built-in 3D camera rather than ray-casting (which is not some built-in GMS2 feature anyway). If you do want to discuss matters related to ray-casting, feel free to hop onto our Discord server. Other community members may be able to assist you. discord.gg/TykHyqK
thanks for the tutorial it's really helpful! can you please make an explosion effect tutorial?
Thanks for the suggestion. Sadly I can't make another particles tutorial at the moment, as I'm focused on covering the new 2.3 beta.
i love this tutorial
Nice examples
Good stuff.
очень хорошее и подробное объяснение.
Outstanding.
if it had a translation into portuguese i would be so happy; -; I understand a little but very little; ----; but good vídeo
carai tem brasileiro aki ai s
@@LucasCarvalho-jb8mc com certeza... com certeza
I should be working on my game for Jamcraft, but 20 mins in't that long
Can uou please add a source code
Uploaded the project here: matharoo.net/projects/particles-gamemakerstation.yyz
Tahanks!!!!!!!
thanks!
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