AmenMoses; Well, I'm back after those changes...
not good news.
I made some changes you suggested, but the new sprite sheet still did not load,
until a restart of GG. Why this happens, I'm not sure?
I'm concerned how it's difficult to know what will break the loading of your
custom particle sprite- sometimes it will work a few times (you can test, modify,
retest), but sometimes after just one change, it resets right back to smoke!
If I had to test particles 10 times, it would take an hour just to do that (5 minutes
from restart GG and load map again.) That would take forever to get what you
This is getting frustrating, maybe particles are a little too finicky and delicate to
incorporate for GGjr? I'm also worried also what will happen in a Standalone?!
......In the end I was able to get a little more working time with particle tweaks
before the custom sheet disappears by using a Delete before a Start;
I put ParticlesDeleteEmitter(10) -- before
ParticlesAddEmitterEx( 10, 1, 1,
and that worked for a while on an empty map.
On my main map, I got 3 or 4 tries before it reverted back to default smoke.
Seems memory is retained on some functionality for map tests-- memory that
as far as I believe should be completely freed up each time. This was essentially
verified when I had wind effect turned on, but then commented out the wind
line (--) and the wind was still in effect! Then I turned wind zero; wind (0,0),
where it did shut off the wind.
>>Cant' GG just reset all memory parameters each time when "Test Level" is ran?