The particles should have the option to follow its emitter

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Particles support animations, collisions, effects and etc.
  • I wonder why the shot particles cannot follow its parent. This is helpful if it was added to the plugin instead of having to use sprites and write formulas for each one of them.

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  • There are many situations where it is not desirable for particles to follow their emitter, so this option should not be mandatory, but rather a user-selectable option.

  • Liberador

    Exactly... a selectable option in the particle properties for devs to choose from

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  • You can already do this with the object spawning mode, and adding every spawned object as a child of the emitter. Here's an example.

  • You can already do this with the object spawning mode, and adding every spawned object as a child of the emitter. Here's an example.

    Playing with this example, I noticed some things that seem strange to me.

    • When using an object (ParticleSprite) and "Continuous spray", the angle of the particle is set to the angle of motion. Without an object, the particles are drawn with an angle of 0.
    • With "One-shot" and an object, the angle is randomized and, again, without an object they are all 0.
    • When using the sprite as an object and "One-shot", if the initial size is randomized and the grow rate is negative, the particles will flip to a negative size and continue to grow. This does not seem to happen if not using an object or for "Continuous spray".
    • None of the above is visible during the editor preview.
    • "Angle randomiser" claims to apply a deflection over time, but it adds a random angle every tick.

    Are these the intended behaviors?

  • Ashley What in the actual particle sorcery is this?!

    This will work just fine for my game...

    Thanks!

    I'll let you reply phlp... Since I didn't test nor do I need to use those currently

  • When using an object (ParticleSprite) and "Continuous spray", the angle of the particle is set to the angle of motion. Without an object, the particles are drawn with an angle of 0.

    Yes, that's by design. The built-in particles do not support rotation. That's one of the things you might want to use objects for.

    When using the sprite as an object and "One-shot", if the initial size is randomized and the grow rate is negative, the particles will flip to a negative size and continue to grow. This does not seem to happen if not using an object or for "Continuous spray".

    The destroy mode is 'Fade to invisible'. When using an object they can shrink to a negative size, but the built-in particles are destroyed when reaching a zero size. That's also by design (built-in particles cannot be shown mirrored or flipped).

    None of the above is visible during the editor preview.

    I think that might be a bug, so best to file an issue for that. The editor preview should match the runtime.

    "Angle randomiser" claims to apply a deflection over time, but it adds a random angle every tick.

    Is that not the same thing?

  • Is that not the same thing?

    I thought "over time" meant gradually, so a value of 10 would mean rotating some amount between -10 and 10 degrees either per second or per lifetime of the particle. Obviously this can be done using objects, it's just the description that was unclear to me.

    Thanks Ashley for explaining all this.

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