
I would taking a good performance hit there, so I wonder if there is a way to do this with particles, or any other method thats more efficient? The particle system doesn't allow collision with objects, however, you can still combine the particle system with a randomized object spawner that spawns blood objects that stay. But since I gonna be creating 8-12 objecs for that. So if I use objects, I just would have to draw the blood sprites to the a surface when the blood object speed equals to 0, then I destroy the object and the sprites stays in the surface. This is want I want do to: each time a lifeform is atacked, a splatter with a total of 8-12 sprites will be created, and when they stop moving, I want then to stay in the ground.
So, I´m going to implement blood effects in my game, but what kind of implementation should I use to get the best performance? Content that does not follow the is subject to deletion, so please become familiar with them. Additionally, experienced coders can take advantage of its built in scripting language, 'GML' to design and create fully-featured, professional grade games. It features a unique 'Drag-and-Drop' system which allows non-programmers to make simple games.
is software designed to make developing games easy and fun. Obviously it's not very performance friendly - it's generating hundreds of objects every time, but with some age culling and mixing in larger chunks with the small ones (by randomly choosing an animation on creation), you could probably get some decent spatter coverage. Lastly, stop the objects in their tracks whenever they collide with the platform - introducing a degree of randomness with a very brief age timer to determine how far "into" the platform the blood penetrates.Įdit: thought this was a fun idea so I made a quick little file to show you what I mean: arrow keys to move, space to splat Run a repeat loop a good number of times to spawn these objects in a semi-random direction whenever you want some blood spray. I'm sure that - could provide some input, but a very simple method would be to make your own particle system using lots small red blobs or pixel clusters with the bullet behaviour (maybe throw in some gravity, too). I think in terms of performance it has better fps then the general particle object and its definitely a great start, thanks for sharingĪlso it runs really smooth if the blood is set to fade, so I think I'll use this method WOW nice!! This is exactly what I was looking for!