Post by Jonathan Cauldwell on Apr 22, 2019 12:32:49 GMT
I've since amended the bubble routine shown in the videos, this is a much better version.
Put this code in any sprite event where a sprite is underwater.
GETRANDOM 10 IF RND = 1 NEWPARTICLE 20 ENDIF
Then put this code at the end of one of your sprite events. If you don't want the bubbles going up to the top of the screen you can add a PARTICLEDECAY instruction and change the argument in NEWPARTICLE accordingly (you can always calculate how far up the screen your bubble needs to go based on the Y coordinate)
PARTICLEUP PARTICLEUP GETRANDOM 4 IF RND = 1 PARTICLELEFT ENDIF IF RND = 2 PARTICLERIGHT ENDIF