Particle Emitter Presets for GDevelop

Particle Emitter Presets (Custom) – User Guide

(extension name: ParticleEmitterPresets, version 2.2.0)

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What it gives you

Create named particle-system presets at runtime (only once), then apply them to any Particle Emitter object during the game—perfect for switching effects on the fly or testing values directly in the Events sheet.


1 – Actions provided

ActionWhen to useWhat it does
Create Particle PresetScene Start or any “one-shot” eventRegisters a preset in memory (gdjs.__particlePresetStore). Every numeric/boolean field is optional—leave default values for anything you don’t need.
Apply Stored Particle PresetAny time in-gameReads the preset by name and pushes every stored value into the selected Particle Emitter(s). Runs recreateParticleSystem() so changes take effect immediately.

2 – Parameters (Create Preset)

FieldDescriptionRuntime?*
Force Min / MaxInitial velocity range applied to particles.
Gravity X / YConstant acceleration on each axis.
Cone AngleSpray cone width (°). Angle is centered on the object’s angle.
Zone RadiusRadius of spawning ring.
Life Min / MaxLifetime in seconds.
Size Start / End %Scale at birth / death (percentage of base shape).
Opacity Start / End (0-255)Alpha at birth / death.
Flow (particles / s)Emission rate. -1 = burst mode (all at start).
Tank CapacityTotal particles that may ever be created (-1 = infinite).
Additive (yes/no)Switch additive blending.
Delete When Empty (yes/no)Destroy object when no particles are alive.
Max ParticlesMaximum simultaneous particles on screen.
Rot Speed Min / Max (°/s)Per-particle rotation speed.
Jump Forward (s)Simulate the emitter that many seconds ahead instantly.
Start / End Color (R;G;B)Particle tint at birth / death (\"255;0;0\").

*All parameters are applied at runtime; they will visually update as soon as the action runs.
Important: the base shape (Circle vs Line; lines’ width/height) is fixed in the object’s properties and cannot be changed by this extension—control thickness with Size % instead.


3 – Typical workflow

  1. Add two Emitter objects if needed
    Example: one set to Circle (for sparks) and one set to Line (for laser streaks).
  2. Scene Begin Create preset "BigSpark" Force Max:200 Cone:45 Life Max:0.8 Size Start:120 Size End:0 Additive:yes Max Particles:500 Create preset "Smoke" Gravity Y:-50 Flow:80 Life Min:2 Life Max:3.5 Size Start:140 Size End:220 Opacity End:0
  3. During gameplay Apply stored preset "BigSpark" to SparkEmitter Apply stored preset "Smoke" to SmokeEmitter
  4. Tweak values directly in the Events sheet—the sentence shows everything inline so you can spot-edit without opening the parameters dialog.

4 – Tips & gotchas

  • Tank vs Max Particles
    Tank is the lifetime budget; Max Particles is the simultaneous cap. If the screen goes dark too soon, increase Max Particles, decrease Life Max, or lower Flow.
  • Jump Forward is handy for smoke/exhaust: set to 12 s so the effect starts already “full”.
  • Additive works best for fire, lasers, sparks. Disable it for smoke/dust.
  • Colors use R;G;B (0-255) separated by semicolons—match the format exactly.

Happy experimenting—and may your particles look awesome!
(Extension by SaiberGameswww.saiber.it)


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