Game Maker Blood Splatter Particles Of Solid
For blood splatters I decided to create bumped-specular particles with animated texture sheets. Unfortunately, Shuriken generates camera-space normals which are unusable for specular calculations. Try assigning specular material to any Shuriken system - specular highlight is constantly traveling across a particle.
Hello Gm community, Particles are a great way to add visual effects to ones game. For example, smoke, fire and even waterspill or bloodsplatter.
Now the problem is that particles are not stopped by solid things because you cannot give them collide-events like objects. In my game I want to add a flamethrower as weapon, but I have found no way to stop the particles from flying through walls. In Gm8 it was possible to add a particle destroyer which does no longer work in Gm Studio. Is there any way to prevent particles from flying through solid objects and destroy them when there is a collision? I would really be grateful for some ideas regarding this topic.
Thank you in advance for your help. Click to expand.You could also try looking into Soft Body particles as they allow you to define a region in which the particles are to be destroyed. You could use the wall instances' bounding boxes to determine the region. Servicemaxx lite. But that won't always work as it really depends on the type of game you're making. For instance, you need physics to be able to use them, so your best bet would be to use instances.
That might be very slow as compared to particles but they would do what you want. You could perhaps put a limit on the number of instances that can exist at a time, for example. Click to expand.No, they can't trigger collision events or detect other objects. Particles are strictly graphical effects. However, you might be able to 'fake' the effect you want. For example, you could create the particles at a greater depth than the object.
So the particles will disappear underneath. And if their lifetime is right, they won't re-appear on the other side. But this will be tricky to get right. A better way might be using the part_particles_create(ind, x, y, parttype, number) function (instead of an emitter). Before you start the particle effect, calculate a ray to predetermine the line of (x,y) value between the gun and the object. Then create particles at (say) a half-dozen points along that line. So they'll appear to stop at the object (x,y) value.
Just a thought. I haven't tried this. But it might produce an effect you can live with.