How do I make the IceShock enemy freeze effect from Deltarune?

I want to make it so my sprite turns into ice like after using the IceShock spell from Deltarune. I added a gif below. Any help would be appreciated :slight_smile:
Project1-ezgif.com-video-to-gif-converter

Hi I don’t think that you can do it with the particle emitter. There’s a a couple of ways I can think of doing it …neither of them are particularly straight forward.
The first is to produce two or ‘n’ rings of objects using angle and distance from the center point using two repeats events inside each other …
So…(This is going to sound long winded and complicated)
if n is the number of rings and p is the number of particles in each ring
And q is a counting variable to set the id of particle. Set q to 0
.repeat ‘n’ times then sub event repeat p times. Create particle at x from angle and distance (360/pq,ndistance required from center), y from angle and distance (360/pq,ndistance). Set particle ID to q. q add 1.
Sub event of first repeat event n add 1.
That sort of thing should create them
To move them repeat for each and use a force at angle between origin point and particle -90. That however would rotate them smoothly whereas they look as though they’re just moving to another position on a grid.They actually look as though they’re positioned on a grid and then the positions recorded to a series of arrays…an array containing an array containing a structure with x and y. These arrays can be created by positioning objects in a grid on the editor and giving the objects in each pattern a different ID. At the beginning of the scene record their position into the array and delete them
Then when needed repeat n times to run through array [sequence] creating a particle at array[sequence][count].x, array[sequence][count].y. count add 1
A few frames later delete them all add 1 to sequence and create them all again
Where n is the number of particles.
This may all sound over complicated and wrong and it’s possibly both. There will be methods using mod() that im hithto unfamiliar with etc

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Thanks for the help, but I wasn’t asking about the particles, but how the enemy turns blue from the bottom to the top! Sorry for not specifying :sweat_smile:

Ah right …I’ll get my coat!
Looks like it’s a separate animation rather than changing the tint. There’s a mask behavior which you could use if you want a blue rectangle to move down over it so that it goes blue from top to bottom

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Thanks for the help! It worked! :smiley:

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