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Note that there is also a special function that permits you to set the blending for particles and their surroundings, and this can be either normal or additive and gives some fantastic effects- The functions governing colour, alpha Once you have the style and movement of your particles sorted out, you can then set their colour and alpha values, both of which can be set as an absolute value during the whole lifespan of the particle, or as a scale of values that go from one to the As with most particle functions, the speed, direction and orientation are resolved as a random value that is selected from a given range and can be set with the following functions:
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Particles can also have an orientation and motion. Size variations are added and the following functions are used to control these values: The scale is the "base" value for the x and y axis scale of the particle before any The size can be specified as a range and all particles will be created with a size chosen from within the given range.
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Own) you can indicate the size and scale of it. Once you have chosen the sprite for the particle type (either a default shape or your The following image shows the 14 built in particle types that you can choose from: The following functions define the visual base shape of each particle: This can be one of the 14 built in shapes which are 64圆4 pixel sprites with alpha blending, or you can use your own sprites which can be animated, static or use Once you have created your particle type you should give it a shape. The following functions are used to create, check for, clear and destroy particle types: Particles need to be created and have their index stored in a variable so that all further particle routines can access them correctly. Whatever you choose, particles are a very versatile resource! If memory is an issue or if you wish many different types but only at specific points in your game. You can also create, use and then destroy particles as needed These global variables can then be used to burst, emit or create particles at any time throughout the game. Once at the start of a game and store their index values in global variables. The particles that you define using these functions can be used in any system that you create and the normal procedure would be to define all your particles Particles are the graphic effects that can be created by the use of particle systems in a game.