![]() ![]() The above code will set various particle values including the gravity which will add 0.2 to the speed each step with a direction of 270º, so will pull the particle "down" towards the bottom of the screen. ![]() 2, for example, is an integer but 2.01 is a floating point real. Part_type_orientation(global.p1, 0, 0, 0, 0, 1) Real numbers in GameMaker are considered double-precision floating-point numbers - that is to say that they have a decimal point in them with no fixed number of digits either before or after the point - or integers - that is to say they are whole numbers with no decimal point value. Apart from the fact that Godot v2.1.4 is not PBR, still, I'm able to fake many effects like SSS (Subsurface Scattering), Metallic, Fake Reflective (using reflect function in GLSL 2 shaders ), Emission (the effects of emission /glow can be seen in the surrounding objects), Real-Time Global Illumination, DOF (to some fake extent), PBR materials. Part_type_shape(global.p1, pt_shape_pixel) The index of the particle type to change. Part_type_gravity(ind, grav_amount, grav_direction) Argument these lines of code are now in the objects create event instead of the step event. The gravity strength value is added to the particle speed every step and is usually a small value like 0.5, while the direction is the direction of the gravity "pull" and follows the standard GameMaker directions of 0° being right, 90° being up, 180° being left and 270° being down. Hello I fixed the problem by changing the step code. This function will set the gravity that is to affect each particle of the given type that is created.
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