С╒X)mCвpЙLpїGЙЬCxЬюдX     ╛ и( @А╧╨└┐▀р░япа я(Ё/Ё/я(я рЯ 0Ё/8 0@ 0? /8Ё 0я(р ▀Р?G @P OW OX OP ?H 0@Ё/7яП@O _` `h _h PX  0р(▀P_ op px ow _g @OЁ/8я'▀'р 7Ёp А З `o ?Gя/7р ╧А0?ЁАИ ?Hя/8р`/▀o?GЁOXЁ@Hя0?р/╨pOWЁ?Hр/8▀ 7яOPя?Gр/7▀(╧ └P0@яPXЁ@Oя0@▀ 0╨O ╨@HЁ/╧@'╨ 0▀0@р@PЁ0?▀'╧_OPЁ@Hр(╨ 7▀/7╨'└ ┐                                                                          ^^^^^^^^^^                    ^^^^^^^^^^^^^^                ^^TeeBBBBeTT^^^^^^             ^eBDJ33333JJDBeZ^^^^           TD33==#####==3JDBT^^^^         eJ=###=3DeZ^^T       B3# #=3JBZ^^T      3#  #=JBT^^     J# Sll #=JBZ^T    # %,68??86,/@A*< ##    45('.6787-9%:;*<=#     $+&,--.,/01)2 3       $%&&'%($!)* ##         !"#                                                                                               └   № °Ё?р└└АААА└└рЁ?°№    └ Catscratches ProductionsdR╫x$ПJу@РРРдРЇР obj_exampleо    Ь        Р╕[    Hglobal.p1=part_type_create() //create the particle, this returns the id for later use //we store it in the variable global.p1 part_type_shape(global.p1,pt_shape_pixel) //define the shape of the particle, we use pixel //here we use the id returned in previous function //there are many different shapes avaible, eg. circle, cloud or snow part_type_size(global.p1,4,5,0,0) //define the size, the amount of values may confuse you //but it's actually kind of easy, just read the manual and //you'll see what they do part_type_life(global.p1, 10, 20) //how long the particle will last in steps, we have a random value //between 10 and 20, meaning between 1/3 and 2/3 seconds part_type_alpha2(global.p1,0.8,0) //here we define the particle's alpha, it should start at 0.8 and then //fade out to 0 part_type_color1(global.p1,c_red) //the color of the particle, this could be any color, or even //your own color created by make_color_rgb() or make_color_hsv() part_type_speed(global.p1,2,4,0,0) //here we also have some arguments, no need to panic, the manual //explains it well part_type_direction(global.p1,0,360,0,0) //the direction, this time between 0 and 360, meaning any direction part_type_gravity(global.p1,0,0) //we don't want any gravity, just wanted to let you know the function exists global.ps1=part_system_create() //create a particle system, particle systems are used to show the particles //it returns the particle system's id that we save into global.ps1 part_system_depth(global.p1,-1) //we can change the depth on which the particles are drawn0000000                        2Р╕[    кpart_particles_create(global.ps1,mouse_x,mouse_y, global.p1, 10) //create 10 particles of the kind global.p1 in the particle system global.ps1 //at the mouse's position0000000                    д rm_exampleАр└└└                                АрАр             АрАр             АрАр             АрАр             АрАр             АрАр             АрАр             АрАр             А@бЖбЖАЦШX Game Information        XР═{\rtf1\ansi\ansicpg1252\deff0\deflang1053{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\ul\b\fs24 Particle exampel \par \ulnone\b0 \par This example shows you the basics (really basic) of particles and is created by Catscratches Productions. \par It is heavily commented to make it easy to understand. \par \par What it does is to first define a particle and a particle system and then create the particle in the system. \par \par \b Controls:\b0 \par To create effects, press the left mouse button and hold. \par Press Esc to quit \par Press F1 to come here (guess you already knew that) \par \par \b License:\b0 \par You may use this example as whole or in any part in any way you want, even for commersial purpose. You do not have to give credit but you may not say that it was you or anyone else except for a member of Catscratches Productions who created the example.\f1 \par } ЇSpritesSounds BackgroundsPathsScripts Fonts Time LinesObjects obj_exampleRooms rm_example Game Information Global Game Settings