More Control Over Sparkles

As a Roblox developer, it is currently impossible to modify the built in Sparkles effect. Properties like the size of the particles, how many appear per second, and how far they spread out. ParticleEmitters could be used but are the equivalent of forking the current version and having to manually update it when they change.

Edit:
Sparkles could also be deprecated since ParticleEmitters would exist, but the problem still exists when particles get updated.

2 Likes

All the use cases which you mentioned, and many more are covered by ParticleEmitters.

I don’t think there should be two objects which carry out the same function.

6 Likes

Yep – I agree. Old particle emitters are redundant, so bringing them up to speed doesn’t make much sense. Sparkles, Fire, Smoke, and ForceFields should be deprecated in favor of ParticleEmitters with equivalents provided in the Toolbox.

3 Likes

It doesn’t seem like they will be deprecated any time soon, although they kinda have every reason to be at this point.

Yea sparkles, fire etc should probably be converted into a particle emitter to get it up to speed.

It would be nice if inserting Smoke, Fire, or Sparkles simply inserted a ParticleEmitter with the properties configured for those things. Then you could deprecate those other objects and be fine.

18 Likes

At that point a new class name would probably be needed. If Instance.new(“Fire”) gave you the old particle and inserting a Fire from advanced objects gave you a ParticleEmitter, then there is a problem, especially considering it would be the equivalent of forking (again) just only inserting it from the start rather than Instance.new().
Also, ForceFields would be tricky as they use more than 1 emitter (AFAIK).

1 Like

I was thinking more about inserting from Studio, since Studio seems to pre-populate some of the properties already (e.g. the Frame object has a default size when inserted, but is not like that when instantiated with Instance.new)