Make some ImageLabels, place them in the middle, pick some random points on the screen to tween to, and then tween the transparency, size, and position at the same time.
I think they are struggling to figure out how to get that âglowâ effect. You canât upload your own videos, particles donât work in viewport frames and neither does neon. Iâm out of ideas as well.
They âweldâ a part onto the camera with an offset and make use a particle emitter, they probably have another part behind the particles with the egg hatching.
So basically, you have an invisible part with a particle emitter inside of it. On the client / local script, make sure it is anchored and set itâs cframe to the cameraâs. On your screen, there is now a particle emitter âinsideâ the camera. It would be better than doing the random position with the image labels.
It isnât necessarily âweldingâ as @KJry_s said, itâs really just offsetting a Part from the Cameraâs CFrame every RenderStep. From there, you could make a ParticleEmitter and call :Emit(). In order to get the glowing effect, you could tinker around with the ParticleEmitterâs properties (like LightInfluence and LightEmission).
Obviously, this should all be done on the client (otherwise wonky things are bound to happen). Good luck creating your game.
They could use the particle texture with most of them having random end sizes then adding attributes called Velocity to all of the UIParticles and then basically doing this:
local RunService = game:GetService("RunService")
for _, Particle in pairs(Particles) do
Particle:SetAttribute("Velocity", Vector2.new()) -- Would be a randomized Vector3
end
RunService.Heartbeat:Connect(function(dt)
for _, Particle in pairs(Particles) do
local Velocity = Particle:GetAttribute("Velocity") -- Vector2
Particle.Positon = UDim2.new(0.5, Particle.Positon.X.Offset + dt * Velocity.Y, 0.5, Particle.Positon.Y.Offset + dt * Velocity.Y)
end
end)
Instead of this you could use the same principal instead youâd get the end result and tween it towards the end position, size and transparency.