Building your own effect
Under Advanced you can stack behaviours onto an effect. Each one answers a single question about the particles — how they fade, how big they are, which way they go, where they start — and together they make the effect.
What each behaviour does
Section titled “What each behaviour does”Over a particle’s life
- Fade over life — opacity changes as the particle ages. Add points to the list for fade-in-then-out.
- Grow or shrink — size changes as it ages. Smoke swells, sparks shrink.
- Colour over life — shifts from one colour to another. This is the one that sells fire.
- Speed over life — speeds up or slows down as it ages.
Fixed for each particle
- Constant opacity, Constant size, Constant speed, Single colour — each particle picks a value in a range and keeps it.
Movement
- Travel direction — the angle each particle sets off in. 270 is up.
- Direction & spin — a starting direction plus a turn rate, so particles curve as they fly.
- Gravity & acceleration — a starting speed plus a constant pull. Positive Y pulls down the map; this is what makes a fountain arc.
- Lock rotation — holds every particle at one angle regardless of travel.
Where and how they appear
- Spawn from a point, Spawn area (circle, ring, box or a drawn shape), Spawn burst (evenly spaced spokes).
- Blend mode — how particles mix with the map.
Adding a behaviour that’s already on the effect isn’t possible — there’s one of each. Remove one from inside its panel.
Worked example: dust falling from a ceiling
Section titled “Worked example: dust falling from a ceiling”- Place Dust motes and open Advanced.
- On Travel direction, set the range to 80–100 so everything drifts down.
- On Constant speed, set 30–70 so the specks fall at different rates.
- Add Fade over life so they appear and vanish rather than popping.
- On Spawn area, choose a box and widen it to the room.
- Back on Amount, drop Intensity until it reads as a trickle of grit, not a sandstorm.
Following a shape you’ve drawn
Section titled “Following a shape you’ve drawn”Set Spawn area to a drawn shape and the panel asks you to click one of the scene’s spaces on the map. Particles then appear along that outline — that’s how Flame wall puts fire along a barricade. Spaces come from your walls and drawn shapes; see keeping effects in a space.
Keeping the table smooth
Section titled “Keeping the table smooth”Effects are drawn on every player’s machine, so a heavy scene costs the person with the oldest laptop the most.
- Watch Intensity first — it’s the biggest lever on cost.
- Under Emitter internals, Most particles at once is a hard ceiling; thousands of long-lived particles will cost frames.
- Long particle lifetime plus fast spawning is the expensive combination.
- Two or three effects usually read better than eight, and cost far less.
Related
Section titled “Related”- Tuning an effect — the simple controls first.
- The effect library — better starting points.
- Building the map — the rest of the map tools.