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Thank you for the quick reaction! The particle node itself seems to work fine, though I had been similar crashes when trying to plug in a color node into the color input. 

############################################################################################  
ERROR in action number 1 of   
Step Event0 for object o_main:   
Data structure with index does not exist.############################################################################################  
gml_Script_gradient_eval (line 42)  
gml_Script_draw___part_gml_GlobalScript___VFX (line 151)  
gml_Script_render_Node_Particle_gml_GlobalScript_node_particle (line 62)  
gml_Script_anon_Node_VFX_Spawner_Base_gml_GlobalScript__node_VFX_spawner_9478577_Node_VFX_Spawner_Base_gml_GlobalScript__node_VFX_spawner (line 269)  
gml_Script_reset_Node_VFX_Spawner_Base_gml_GlobalScript__node_VFX_spawner (line 230)  
gml_Script_anon_Node_Particle_gml_GlobalScript_node_particle_966295_Node_Particle_gml_GlobalScript_node_particle (line 32)  
gml_Script_anon_Node_VFX_Spawner_Base_gml_GlobalScript__node_VFX_spawner_10053578_Node_VFX_Spawner_Base_gml_GlobalScript__node_VFX_spawner (line 294)  
gml_Object_o_main_Step_0 (line 7) 

It works fine with plugging in an actual gradient node, so it probably is confused if there is just a plain color node instead.

The “Color over lifetime” value in the particle only accept gradient. However I do agree every gradient value should be able to connect to a single color as well. Thank you for reporting in, I’ll add color to gradient conversion in the next update. (may be color-palette and palette-gradient as well)