[X] I searched for the issues, and made sure there were no duplicates.
[X] I agree the terms, and understand that my suggestion is not guaranteed to be added or addressed.
What problem motivated you to submit the suggestion?
Currently, hit particles are only affected by the row tint, and not by row size and opacity. this is a problem as room backgrounds are often limited to 100% size, and a lot of movement benefits from shrinking the row to 50% (or lower), making hit particles look abnormally large.
Suggestion / Solution
custom method SetHitExplosionSize(floatXScale, floatYScale) and maybe SetHitExplosionColor(floatR, floatG, floatB, floatA) (or equivalent) that overrides row tint.
Alternatives & Workarounds
technically you can set classichitparticle to on and hide the row on the exact frame it hits so no hit particle is generated, and then fake the hit particle on a different room that is 100% zoomed using ()=>create(CustomParticles/HitExplosion, floatX%, floatY%) (or use a hidden row that appears for that 1 frame), but this uses a room and is impractical to do every hit (unless automated through external scripts).
Demo & Mockup
particle set to 200% scale (done through shrinking the entire thing 50%)
Note
this was one of the frequently asked feature by new and old creators, surprising that this wasn't on the gh yet
Please Check
What problem motivated you to submit the suggestion?
Currently, hit particles are only affected by the row tint, and not by row size and opacity. this is a problem as room backgrounds are often limited to 100% size, and a lot of movement benefits from shrinking the row to 50% (or lower), making hit particles look abnormally large.
Suggestion / Solution
custom method
SetHitExplosionSize(floatXScale, floatYScale)
and maybeSetHitExplosionColor(floatR, floatG, floatB, floatA)
(or equivalent) that overrides row tint.Alternatives & Workarounds
technically you can set classichitparticle to on and hide the row on the exact frame it hits so no hit particle is generated, and then fake the hit particle on a different room that is 100% zoomed using
()=>create(CustomParticles/HitExplosion, floatX%, floatY%)
(or use a hidden row that appears for that 1 frame), but this uses a room and is impractical to do every hit (unless automated through external scripts).Demo & Mockup
particle set to 200% scale (done through shrinking the entire thing 50%)
Note
this was one of the frequently asked feature by new and old creators, surprising that this wasn't on the gh yet