Emitter Properties

The Emitter Properties are shown in The Inspector when an emitter is selected in The Particle System Editor. Here, the properties of the emitter and its associated particle type can be changed.

Emitter Settings

Enabled

This setting enables or disables the emitter. It corresponds to the visibility setting  in the emitter list shown next to The Canvas.

When the emitter is disabled, it's paused, meaning that enabling it will continue it from the same state when it was disabled.

Preview

This setting enables or disables the preview of the emitter's shape on The Canvas.

Preview Colour

This setting changes the colour used for drawing the emitter preview. The colour's alpha can be changed to draw the preview with transparency.

Mode

In Stream mode the emitter streams the number of particles set under Particle Count continuously. The emitter creates Particle Count particles every step (or frame).

In Burst mode the emitter creates the number of particles set under Particle Count exactly once.

NOTE In Burst mode The Particle System Editor will burst the given number of particles only once. You can click the Restart Animation button to make the editor play it again.

Particle Count

In case of a positive value this setting determines the number of particles to be created: 

You can also set a negative value. This means that a particle will be created with a chance of 1 out of "Particle Count", e.g. with the Particle Count set to -10, there is a 1 out of 10 chance that a particle will be created.

If this value is set to 0 the emitter will not create any particles.

Delay & Delay units

These two settings set the delay for an emitter set to Stream mode: 

Interval & Interval units

These two settings set the interval between consecutive bursts of particles for an emitter set to Stream mode: 

Distribution

This setting determines the distribution of the particles over the shape, i.e. where they are created.

See Particle Emitter Distribution Constant.

Shape

This setting determines the shape of the particle emitter. The emitter creates particles inside this shape.

See Particle Emitter Shape Constant.

Particle Settings

Library

The library allows you to store the particle emitters that you create as presets, and also comes with some built-in presets.

Selecting a preset from the library using "Select Particles" in The Inspector applies this preset to the emitter and links the emitter to it, which is indicated by the highlighted yellow Link/Unlink icon .

If you link different emitters (which can be in different Particle System assets) to the same preset, then changing the particle properties in any of these emitters will change them in the other emitters as well.

See: Shared Emitters

Textures

The texture is the image or sprite that a particle uses. By default GameMaker includes a selection of textures that you can use for a particle (see Overview of Particle Type Shapes).

Alternatively, you can also use a custom sprite to be used as the texture for a particle. The Frame setting determines the image index of the sprite to be used, if the sprite has multiple sub-images.

Colour

This setting determines the colour of a particle over its lifetime. Every particle created by the emitter starts with the colour on the left, then changes to the colour in the middle and ends with the colour on the right. Every colour includes an alpha channel that affects the transparency of the particle.

Enabling Additive makes particles created by this emitter drawn using additive blending.

Life

This setting determines the lifetime of the particle, expressed in steps. Upon creation, each particle is assigned a random lifetime between the Minimum and Maximum values, and that is how many steps/frames the particle lasts.

Scale

This setting determines the X and Y scale of the particles. This scale factor is applied to the particle texture first, before Size.

Size

This setting determines the final size of the particles. The size is applied after the scale.

Increment is the value that gets added every step, e.g. if this value is set to 0.01, the size of every particle will increase by 0.01 every step.

Every frame, a random value between 0 and the Wiggle value is added to, or subtracted from, the size of the particle. This can be used to add random fluctuations to the particle's size.

Speed

This setting determines the speed of the particles in the direction they are moving. Every particle is created with a random speed between Minimum and Maximum.

Increment is the value that gets added to the particle's speed every step.

Every frame, a random value between 0 and the Wiggle value is added to, or subtracted from, the speed of the particle. This can be used to add random fluctuations to the particle's speed.

Gravity

This setting determines the gravity applied to all particles created by this emitter. You can set the gravity's Force, which is applied in the given Direction.

Direction

This setting determines the direction in which the particles move.

Every particle is created with a random direction between Minimum and Maximum (where both are angles expressed in degrees).

Increment is the value that gets added to the particle's direction every step.

Every frame, a random value between 0 and the Wiggle value is added to, or subtracted from, the direction of the particle. This can be used to add random fluctuations to the particle's direction.

Orientation

This setting determines the orientation of the particle. As opposed to the direction the particle moves in, the orientation is the rotation of the particle's image (similar to an instance's image_angle).

Every particle is created with a random direction between Minimum and Maximum (where both are angles expressed in degrees).

Checking Relative will set each particle's orientation to be relative to its direction. With this enabled, the final angle of a particle's image will be its movement direction + its orientation.

Increment is the value that gets added to the particle's orientation every step.

Every frame, a random value between 0 and the Wiggle value is added to, or subtracted from, the orientation of the particle. This can be used to add random fluctuations to the particle's orientation.

Subparticles

Here you can assign a preset to be emitted by each particle. A particle can emit a preset at two defined points in time: