Large particle systems can use a lot of system resources, and easily course memory leaks.
I'm trying to build a rain particle system, trying to build something efficient. My idea is to use part_emitter_region to update the position of the instance creating the rain, with coordinates based on...
I'm creating rain using the built in ef_rain:
effect_create_above(ef_rain, 0, 0, 1, c_gray);
And when I run it, the rain starts. But I want it so that when the character enters the room, it looks like it's already been raining.
There's a command (part_system_update) for custom particle...
I implemented a basic rain system for my game, which, every step, spawns 30 rain drop objects, multiplied by the intensity of the rain (global variable). As the drips fall, they also move sideways, depending on the strength of the global wind variable. This looks pretty cool, but they drop my...
GM Version: Studio
Target Platform: Windows
Download: see code below
I saw Cameron Penner 's top down rain video here;
And decided to add some improvements regarding speed (and added a wind variable).
rainlist = ds_list_create()...
I've been decorating my levels with weather made by particles.. snow rain etc..
I have a script "Weather" that gets executed in an object's create event, at the beginning of the room creation.
in the script "Weather" that's called... is a switch / case flow with particle creations in...
So I had some code in my project that would start some basic weather stuff and it worked okay. Just remembered about it and tried to start the rain. But now all my particles are just square boxes. I haven't touched the code at all, so it should have still worked right?
So then I figured well...
Hello, I am slightly new to this so help would be greatly appreciated. I am trying to create a system where my Rain particles only show in the light around my character. I followed and learned how to make rain in general but would love if someone in this community could assist me in getting the...
Dynamic rain with collisions
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Only 1 triangle for rain drop
Easy to use, only 2 objects (1parent object for collision and 1 object for the rain effect)
Optimized with a particle pool that reuses array...