![]() If you want one particle to always draw above your character, and another to draw below your character but above some other instances, you have to use an object for each surface, since draw order happens based on the depth.so basically you have to either set these surfaces to globals, or have your surface depth giving object use access it by object_name.surface_name.So when you create your surface, you now have to create an instance of this object and set it's depth to what you desire it to be.and change that objects draw event to draw the specific 's a totally fucked way versus just using multiple particle systems. Now, if you only care to have one particle type always over the other, just draw the surfaces in the order you wish and you can stop reading here //stop reading if you don't care about silly workarounds!!!!īut.if you want to truly choose the depth for each individual particle type, you are SOL if hoping to use a method that isn't silly. The Import GML Data Set dialog will pop open to allow specification of any update files to be processed as part of the import. You can basically do this for multiple particle types, and when you are done you just reset the target surface.you now have some surfaces that only have one particle type drawn to them. ![]() Hay diferentes lugares en los que puedes escribir programas con este lenguaje. Nos referiremos a este lenguaje como el GML (de Game Maker. más flexibilidad y control que las acciones estándar. When you are about to create/burst/stream your first particle type, you set the surface draw target to your first surface.then you create/burst/stream and use part_system_drawit which will draw your particles to what you are setting each step as a truly empty canvas.then when you are going to do your second particle type, you do the same as the above after changing to the next surface Como habrás leído antes, el Game Maker contiene un lenguaje de programación interno. ![]() The work around requires you to turn automatic drawing for this particle system off, and knowledge of surfaces.īasically, you turn automatic drawing off for your particle system being used by your object and have a surface the size of your view for each depth you wish to use filled with an alpha of 0 at the beginning of each step. Particle Systems themselves have their own depth value, but when they draw particles, the particles drawn each have their own depth as well.unfortunately in GML the only option you have to control the depth of the individual particle, part_system_draw_order, is just whether old ones are drawn below or above newer particles starting at the depth you assigned the particle system.but there is a potential work around
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