Nectar

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Would this work in battles, or could there possibly be a future implementation? This is amazing as it is, but particles in a battle would be amazing.
 

Tsukimi-neko

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Hello, thanks for using the plugin!
About porting this plugin into RMMZ ... I've being considering that since RMMZ uses Effekseer (a real particle system) for animation, and have more powerful settings like fading, curved path, etc. , this plugin could almost been replaced by that default animation system.
So the motivation will be a little bit low for porting into RMMZ, but I strongly recommend you to test Effeksser out! It may be your best choice.


@Nectar
Battle/Battle system is always my weakness, including coding and playing... I have never done a game with real battling.
Currently I'm trying to make a game with battle inside, and I'll slowly touch how the battle system works in RMMV/RMMZ, but it will take me a long time to do it. So sorry, I may not done this thing in short. (however, once I've done it, I'll let you know)

By the way, RMMZ has a particle system for animation, maybe you can try it!
 

ImaginaryVillain

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Ah you see, as the video in my signature shows I really did the vast majority of my game's graphics in PIXI particles.... Basically everything besides the main character and some of the enemies. Perhaps you'll find it cool to see your plugin used like that. :LZSwink:

As for Effekseer(at least in MZ implementation) my personal testing (using the trial) and research, has shown it operates poorly, and is severely restricted in where you can use it. I admit I could look into making a plugin for Effekseer.... But I'm already looking at having to port 8+ plugins personally to make MZ even able to play my game so er.... It will probably be a bit. Though I'll likely just stay with MV and actually build my game instead. :LZSwink:

For what it's worth, your plugin appears to work on MZ as long as only function calls are used. Obviously MZ breaks any plugin commands. I couldn't see any particular memory holes. Though the reliability of that report is pretty questionable as I was testing other stuff at the time as well.

Anyway, I was mostly just hoping you'd one day port it. As I was saying it's one of the plugins that would convince me to switch. But it's cool if you don't, I'm probably not even able to switch my game to MZ for six months to a year anyway. Honestly I'm just thankful you made it in the first place, and surprised how completely underrated this plugin is.:kaoback:
 

Tsukimi-neko

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Wow, I've seen your intro of your game, and that is fantastic and cool!
I haven't think of particles can do so many thing (but besides the particles, the art style is also mysterious and beautiful)
I think this is a good reason for me to port particle emitter to MZ. If you could give me some time, I may do it in September (or October?). Thanks for using my plugin!
 

ImaginaryVillain

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Thanks! That's some pretty high praise. :kaopride:

Yeah I'm very proficient with art via layers, so once I discovered I could throw particles in... It was like a whole new art world! So I've been building all manner of things with them. I about shed a tear when I saw how absolutely beautiful the water looks in it.

Thanks again for making this plugin, and don't worry about how long it takes to port it. I'm patient, and this is well worth the wait. Till then I'm just going to spread the word and point as many people to it as possible. :LZSexcite:
 

Nectar

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This actually works for states and what not which is amazeballs! Could you fix an issue where if an actor or enemy dies with a particle emitter state, the particles freeze instead of fading away.
 
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Ophiucus Games

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I'd second the request for an MZ port, your plugin is amazing!
 

ImaginaryVillain

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So I've encountered an interesting if odd potential error with this. If two particle emitters are too close to each other and on the same layer, then they will continuously blink as they try to appear in front of each other.

To deal with this problem so far, I've just been randomly splitting them up across 100 layers. Since I use over 100 of them a map. Though if the emitter has a built in away to decide which emitter had Z layer priority that would be amazing. :LZSexcite:
 

Magusalfador

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Question, When I remove a particle effect with "stopPEmitter" or "deletePEmitter" It deletes the emitter but when i go to another map and I go back, The particle is on back again...im a bit confused.

How can I kill an emitter with an Id FOR GOOD?

Im using the event notetag to set up the PEmitter

thanks!!
 
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WCouillard

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Is it possible to use two different emitters on the same event at the same time? Whenever I set two plugin commands to emit on an event ID, the last one in the event sequence seems to take priority and ignore the first one.

Thought maybe I'm just doing it wrong.

EDIT: Oh, whoops. Looks like I didn't add the newer emitter to the list in the plugin parameters first. All fixed :D
 
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ulosbal

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Hello Tsukimi,
I'm also coming here to tell you how precious your ParticleEmitter script is to me. Simple and efficient when you start to change the data on the .js particles. I would love as long as you wear it on MZ. thank you

 
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ulosbal

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WCouillard
Yes if you go through the note label you cannot delete them, you have to create the particle via a command to be able to delete it with a command.
 

ImaginaryVillain

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So apparently this plugin works just fine in MZ as long as you use script commands... I admit I haven't literally tested everything. But I've probably tested 70-80% of the options and see no issues. Obviously the plugin commands are all broken though, but that's to be expected.
 

ulosbal

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ImaginaryVillain, I see that you are on the spot, I remain attentive.
 

ImaginaryVillain

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Er.. I'm not quite certain what you mean.
 

ulosbal

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Just, thank you for sharing this information. I had to translate into English an expression that is only French.
 

Yilou

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Can particles be used over the image?
Is it realistic to do something similar with the image in the game?
 

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One of the things I don't think people realize is you can use this to display an image. So you can ignore MV's garbage picture system.

If I was going to make this image I'd use 3-5 different particles (depending on how close I wanted it to be)...
1-2 particles set below the others, they'd just be a black shape, point spawn type, with random rotation to match the angle of the cape. Then just tell them to move slowly away and make them have a lifetime long enough for the size of cape you want.

1 particle that's just a point spawn type of the knight, with no motion.

1-2 particles above the others that are the random stuff flying through the air. Depending on the size if it's the whole screen I might use Mog's Weather EX as it's better at fullscreen particles.

Would this be easy to achieve? Eh... it wouldn't be insanely hard to make something similar. If you wanted it exact that would probably be difficult. Then again if you wanted it exact, you'd just take part of the video, split it into pngs, and then shuffle through them on the screen like a flip book.
 

Yilou

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It's great! I would like to start with something simple. For example, with the display of fine dust that would fly around the room (In the image). That is, the particle would affect the entire screen. If so, you would recommend another plugin from Mog. Right? Is it possible in more detail than he is better in this case? And, can I display "weather" on top of the image?
 

ImaginaryVillain

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This plugin does have a screen option. So you could make a box type particle as big as the intended screen size and run that. The upside is it's more versatile. The downside is it's often more resource intensive. Or you could use something like https://atelierrgss.wordpress.com/rmv-weather-ex/ which is great at providing random images blowing around the screen. It's less resource intensive but more limited in your options.

As for if something goes above a picture or not. It really depends on how you do the picture and which plugin. Not going to lie, I don't bother with the default picture option since it's so bad. So I don't really know on that, you'll have to experiment. But if you use Particle Emitter to display the picture than you can just change it's Z coordinate to lower than the z coordinate of the "fine dust".
 

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