Creates a simple particle effect above all instances.


GML Code Example

effect_create_above(kind, x, y, size, colour);

Argument Description
kind The kind of effect (use one of the constants listed here).
x The x positioning of the effect if relevant.
y The y positioning of the effect if relevant.
size The size of the effect.
colour The colour of the effect.

Returns: N/A


With this function you can create a simple effect above all instances of your room (it is actually created at a depth of -100000). If the effect is anything other ef_rain or ef_snow then you can define an x/y position to create the effect, and the size can be a value of 0, 1, or 2, where 0 is small, 1 is medium and 2 is large.

It is worth noting that these effects can have their drawing toggled on and off, as well as have their drawing paused, by using the functions part_system_automatic_draw and part_system_automatic_update with the appropriate value for the particle system index (where 0 is for effects below and 1 is for effects above).


GML Code Example

if health <= 0
    effect_create_above(ef_explosion, x, y, 1, c_yellow);

The above code will create a medium, yellow, explosion above the instance and destroy it should the "health" variable be less than or equal to 0.

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