The example file is over 300MB and I don't wanna rebuild the whole thing.
I guess I'll just have to do it with only 1 particle haha
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Germel
Member Since 22 Nov 2006Offline Last Active May 12 2013 12:14 PM
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In Topic: Particle Problem In 2 Rooms.
10 April 2013 - 03:03 PM
In Topic: Particle Problem In 2 Rooms.
10 April 2013 - 07:38 AM
Someone? I've been stuck several days now.
Thank you.
Thank you.
In Topic: Particle System Pause/Continue Problem
01 March 2013 - 05:53 PM
Thank you very much for your help.
It finally works!
I used the destroy upon leaving the room and draw hide feature to hide the particles
It finally works!
I used the destroy upon leaving the room and draw hide feature to hide the particles
In Topic: Particle System Pause/Continue Problem
01 March 2013 - 12:26 AM
Everything went fine till;
I changed
mypart = part_emitter_create
to;
em = part_emitter_create
But it keeps giving me an error..
Ive literally worked on this since your last post..
My whole code is now;
I`m a lost case i know
___________________________________________ FATAL ERROR in action number 2 of Mouse Event for Left Pressed for object firescene_S: COMPILATION ERROR in code action. Error in code at line 1: part_emitter_clear (em) at position 23: Wrong number of arguments to function or script.
I changed
mypart = part_emitter_create
to;
em = part_emitter_create
But it keeps giving me an error..
Ive literally worked on this since your last post..
My whole code is now;
enabled=true
ps = part_system_create();
part_system_depth(ps,0);
pt = part_type_create();
part_type_sprite(pt,spr_fire,0,0,1);
part_type_size(pt,1.3,1,-.01,0);
part_type_orientation(pt,0,360,2,0,0);
part_type_color3(pt,c_orange,c_orange,c_red);
part_type_alpha3(pt,.25,1,0);
part_type_blend(pt,1);
part_type_direction(pt,85,95,0,0);
part_type_speed(pt,5,15,0,0);
//how long it lasts
part_type_life(pt,25,35);
obj_fire > create;
init_particles();
em = part_emitter_create(ps);
part_emitter_region(ps,em,410,900,200,200,ps_shape_rectangle,ps_distr_linear);
step;
part_emitter_burst(ps,em,pt,10);I`m a lost case i know
In Topic: Particle System Pause/Continue Problem
28 February 2013 - 08:22 PM
Sorry for being unclear, it is just that difficult to explain...
I`m making an application and it has several spheres that, when clicked shows its own scenery.
when another sphere is selected the previous scenery disappears and the current one appears.
In all my sceneries im using simple sprites that with a hide/reppear code work so i thought that i could use
the same hide and reappear option with particles but it didnt.
So this scenery has a fireplace and inside that fireplace theres a fire which is made with particles but i cant simply use the hide object function to make those particles disappear.
For that i wanted to use these codes:
When i go into another room the particles go off as aspected and returning to the room is also fine but these above stated codes dont work anymore when i press another scenery button on which i added those codes to. Those codes become inactive upon changing rooms and i cant find a single clue of why that should happen?
My room is not persistent.
This is the particle code that im using:
And this is the create event:
Step event;
Unfortunately i`m not a code genius but the particles itself do work great its just that i want to deactivate the particles (The fire) when a button is clicked which works as well but not once ive changed rooms
Thank you for your time.
I`m making an application and it has several spheres that, when clicked shows its own scenery.
when another sphere is selected the previous scenery disappears and the current one appears.
In all my sceneries im using simple sprites that with a hide/reppear code work so i thought that i could use
the same hide and reappear option with particles but it didnt.
So this scenery has a fireplace and inside that fireplace theres a fire which is made with particles but i cant simply use the hide object function to make those particles disappear.
For that i wanted to use these codes:
part_system_clear (init_particles); part_system_automatic_update (init_particles,false);So i added this code to other buttons so when another scenery is selected the fire would disappear which it does but only when i stay within that room.
When i go into another room the particles go off as aspected and returning to the room is also fine but these above stated codes dont work anymore when i press another scenery button on which i added those codes to. Those codes become inactive upon changing rooms and i cant find a single clue of why that should happen?
My room is not persistent.
This is the particle code that im using:
global.partsys_fire = part_system_create();
part_system_depth(global.partsys_fire,0);
global.part_fire = part_type_create();
part_type_sprite(global.part_fire,spr_fire,0,0,1);
part_type_size(global.part_fire,1.8,1,-.01,0);
part_type_orientation(global.part_fire,0,360,2,0,0);
part_type_color3(global.part_fire,c_orange,c_orange,c_red);
part_type_alpha3(global.part_fire,.25,1,0);
part_type_blend(global.part_fire,1);
part_type_direction(global.part_fire,85,95,0,0);
part_type_speed(global.part_fire,5,15,0,0);
part_type_life(global.part_fire,25,35);And this is the create event:
init_particles(); mypart = part_emitter_create(global.partsys_fire); part_emitter_region(global.partsys_fire,mypart,0,1280,200,200,ps_shape_rectangle,ps_distr_linear);
Step event;
part_emitter_burst(global.partsys_fire,mypart,global.part_fire,10);
Unfortunately i`m not a code genius but the particles itself do work great its just that i want to deactivate the particles (The fire) when a button is clicked which works as well but not once ive changed rooms
Thank you for your time.
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