Here's my idea: users should be able to attach a particle effect to any GRH
using the editor.
By having dynamic particle effects attached to GRHs, developers could create,
for example:
*Placeable campfires with more detailed fire effects
*Weapons and equipment that can drip blood, sparkle, shimmer, etc.
*More interesting monsters
Now what this means is that a particle effect should be centered on the GRH,
and the origin of the particle emitter should be updated as the GRH moves
around the screen.
I'm thinking that the particle should not move after it has been emitted unless
otherwise toggled. This way you can have particles that are generated and move
independently after being created, and those that move along a path with the
GRH they are attached to.
i.e. it is the difference between
A. A glow effect on an armor piece (should move with armor)
B. A small explosive effect (should NOT move)
Original issue reported on code.google.com by kevindatapaw on 26 Feb 2013 at 7:07
Original issue reported on code.google.com by
kevindatapaw
on 26 Feb 2013 at 7:07