M
mjadev
Guest
I have created a game for GMC#8.
I have used some particles FX which are working well in the WINDOWS version.
After the jam, I have compiled the HTML5 version and the particles FX are not working.
I had a look in the GMS2 manual and forum but didn't find why it does not work...
I have implemented the code in my player object as follow:
code in create event of player
and in the step event:
I have used some particles FX which are working well in the WINDOWS version.
After the jam, I have compiled the HTML5 version and the particles FX are not working.
I had a look in the GMS2 manual and forum but didn't find why it does not work...
I have implemented the code in my player object as follow:
code in create event of player
// part system creation
ps = part_system_create();
part_system_depth(ps, -1);
// part. types
global.pt_Effect1 = part_type_create();
part_type_shape(global.pt_Effect1, pt_shape_flare);
part_type_size(global.pt_Effect1, 1, 1, 0, 0);
part_type_scale(global.pt_Effect1, 1, 1);
part_type_orientation(global.pt_Effect1, 217, 309, 0, 0, 0);
part_type_color3(global.pt_Effect1, 255, 4227327, 8454143);
part_type_alpha3(global.pt_Effect1, 1, 1, 1);
part_type_blend(global.pt_Effect1, 0);
part_type_life(global.pt_Effect1, 80, 80);
part_type_speed(global.pt_Effect1, 4, 6, 0, 0);
part_type_direction(global.pt_Effect1, 128, 174, 0, 0);
part_type_gravity(global.pt_Effect1, 0.10, 265);
ps = part_system_create();
part_system_depth(ps, -1);
// part. types
global.pt_Effect1 = part_type_create();
part_type_shape(global.pt_Effect1, pt_shape_flare);
part_type_size(global.pt_Effect1, 1, 1, 0, 0);
part_type_scale(global.pt_Effect1, 1, 1);
part_type_orientation(global.pt_Effect1, 217, 309, 0, 0, 0);
part_type_color3(global.pt_Effect1, 255, 4227327, 8454143);
part_type_alpha3(global.pt_Effect1, 1, 1, 1);
part_type_blend(global.pt_Effect1, 0);
part_type_life(global.pt_Effect1, 80, 80);
part_type_speed(global.pt_Effect1, 4, 6, 0, 0);
part_type_direction(global.pt_Effect1, 128, 174, 0, 0);
part_type_gravity(global.pt_Effect1, 0.10, 265);
and in the step event:
// Emitters
global.pe_Effect1 = part_emitter_create(ps);
part_emitter_region(ps, global.pe_Effect1, x-8, x+8, y-8, y+8, ps_shape_rectangle, ps_distr_linear);
part_emitter_burst(ps, global.pe_Effect1, global.pt_Effect1, 1);
global.pe_Effect1 = part_emitter_create(ps);
part_emitter_region(ps, global.pe_Effect1, x-8, x+8, y-8, y+8, ps_shape_rectangle, ps_distr_linear);
part_emitter_burst(ps, global.pe_Effect1, global.pt_Effect1, 1);