2D Game Development – Visual Styling: Particles, Part II
Day 067 #100DaysOfCode
Day 022 #100DaysOfGameDev
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/01/2020-01-26_course_beginner_2D-gamedev_visual_styling_particles2.png?resize=800%2C198&ssl=1)
Breaking away from the tutorial guidebook I set out to accomplish more particle effects on my own today to see if I could independently implement them on my own.
The first task was to create a damage effect for Ruby beyond just the animation change. It took some time, but I was able to play with the Particle Effect settings until I got something like what I was picturing in my head. From there it was a matter of making the script changes to get it to play out just right.
![](https://i2.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/01/2020-01-26_course_beginner_2D-gamedev_script_rubycontroller_add-effects-variable.png?fit=800%2C266&ssl=1)
![](https://i1.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/01/2020-01-26_course_beginner_2D-gamedev_script_rubycontroller_add-effects-changehealth.png?fit=800%2C297&ssl=1)
The next task I set for myself was creating some sort of pickup effect when a health pickup is grabbed. This one took longer because of the way it is implemented, but eventually I honed in on it and got something I was happy with.
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/01/2020-01-26_course_beginner_2D-gamedev_script_health-pickup-effect.png?resize=800%2C452&ssl=1)
The final result came together nicely:
![](https://i0.wp.com/gamedev.sinwyrm.com/wp-content/uploads/2020/01/2020-01-26_Ruby_damage_pickup_fx_ANIMATED.gif?resize=657%2C330&ssl=1)