> I would just go with a seamless fire animation made in 3rd party software and import it back into Construct. Its actually 'lighter' on the CPU. If you insist in doing this via Particles plugin - make them spawn with random X offset, set grown rate to something below 0 (like e.g -16) + Destroy when fade out. To get different 'flame' color - apply 'yellow to orange' gradient tiledbg on top of it. All above with Addictive blend.
This was something I was wondering about. What is more taxing on CPU game performance: using Construct 2's effects/behaviors/plugins on sprites... OR importing an animated sprite that has the look of effects/behaviors/plugins?
The more GFX assets your project has the bigger the overall download and more VRAM being taken.
The more shaders/effects you use and the more objects you have on screen - the more CPU taxing the game becomes because Draw Calls requires more horse power. And high CPU usage = low FPS. Plus, if we are talking mobiles, most shaders doesn't work on them at all, on older devices.
As of Behaviors and plugins that's a totally different case and should never impact your CPU/GPU if they are done right. Well, with an exception of hardcore physics plugin usage