Blood Engine • V1.1.0
↳ General Changes
• Improvements to Emission: You can now emit mixed droplets (decal & default) without making a new emitter instance!
• Droplet Color: There's a newDropletColorsetting to change the color of your droplets/pools.
↳ Other Notes
While this was a minor update, what you can do with it is anything but.
Here's a showcase to show what you can do with this new release:
d1cc8933b54b3b42df563da78f10c747.mp4
You can now do a mix of Droplets and Decals. And without creating multiple emitter instances that might eat out your performance.
Here's the code behind it:local ReplicatedStorage = game:GetService("ReplicatedStorage") local BloodEngine = require(ReplicatedStorage.BloodEngine) local Engine = BloodEngine.new({ Limit = 500, }) local EMIT_AMOUNT = 50 local EMIT_DELAY = 5 local function Emit() -- A random chance of the droplet being a decal local IsDecal = math.random(0, 1) == 1 -- Emits a droplet in a random direction relative to a part, and there's a chance that it could be a decal. Engine:Emit(script.Parent, nil, { Type = IsDecal and "Decal" or "Default", DefaultSize = IsDecal and { 1, 1.4 } or { 0.4, 0.7 } }) end -- A custom iteration of the EmitAmount method while true do for Index = 1, EMIT_AMOUNT, 1 do local DropletDelay = math.random(0.05, 0.1) Emit() task.wait(DropletDelay) end task.wait(EMIT_DELAY) end