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Yep. That fixed it.  Also, you don't have to change the depth of the particle system or the le_light_fire, just the le_effects object.

Only problem with this set up is now all of my particle effects depth are determined by a single abstract object that may need different depths depending on what is using it to make the particle effects.

It's possible to make multiple particle objects and put them on different layers.  That would require keeping track of their id of course.

Now that static variables are really easy to use I might try to add another setup I use for "depth" based particles.  Basically it's a static array of particle systems that gets cycled through and the depth changes.

It's just annoying that entire particle systems in GM are assigned a single depth or layer.


I would be interested in trying out the static array method, since I've mostly done away with layers and moved to the depth sorting you propose in your tutorial. 

There really should be an easier way to do all of this. GM is supposed to be an easy engine to develop on, but some things....