Ah, so the reason that doesn’t always work is due to how the particle emitter is designed. That being said. If a :Emit function were added it would be trivial to work it into the existing project such that your edge case becomes possible.
It’s possible. That may be the case
Seems that the person was asking how to recreate that effect with rParticle though.
If you want to, you could use some kind of sprite sheet in combination with rParticle to do something like this.
Hopefully you can see that 5 particles were fired all at once after a brief wait period.
I haven’t created a release for this yet, so if your seeing this before I do that you can fetch the most up to date code from the repository it’s self and use it that way. Check the original post for the link to that.
Ah! So that’s why :Emit() wasn’t working on this. Please update the documentation to reflect that if it’s not available for use please! Love where you’re going with this otherwise.
This version simply adds the :Emit(int count) function to the particle emitter. I was originally waiting to release this version until there were more features to add. But at this point I feel I’m mostly happy with where the project is at.
If there are any issues or further suggestions for improvements please leave an issue in the git repo!
This is super cool, and will definitely help with gui enhancement in the future!
Is there any way to change the duration the particles last for, so they don’t fall all the way down to the bottom of the screen?
Sorry! Im just now realizing that the documentation doesn’t make this clear. But the position property on a particle is a Vector2 not a UDim2. The conversion to UDim2 happens in the background so make sure you are using Vector2!
The library itself only handles emitting particles. How the particle acts or the logic it contains is independent of this library. So if you create a particle that uses flipbook textures, then yes, the library can use it like it would any other UI element.