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报告翻译问题









- rect size x/y is 0, to be able to fully control where we want it to appear.
- velocity upwards is added, to make the shape cover some distance, and allow for "duplicating" it without having them connected in the next step.
- finally, a low particle lifetime, and high speed scale. the aim of the high speed scale is to freeze it in several locations, with the aid of the aforementioned low particle lifetime.
there's a lot of funny quirks with how styles work, allowing for some interesting things. it's pretty fun to mess with!
(22.8 initial velocity, in 0, -1 direction)
(additionally, "in front" is toggled to render on top of the character, and "local" to disallow external forces.)
- finally, a low particle lifetime, and high speed scale. the aim of the high speed scale is to freeze it in several locations, with the aid of speed scale.
with a high enough speed scale, certain lifetime values have odd effects, visibly speeding up, slowing down, or even entirely stopping. this is how the six eyes are possible, with nothing connecting them. (similar to the wagon-wheel effect, if there's a proper term for it, let me know.)
(0.064 particle lifetime here, with 10 speed scale. higher lifetime values work, and space the eyes out further.)
- rect size x/y is 0, to be able to fully control where we want it to.
- YOMIH doesn't use any anti-aliasing, and as such, parts of particles won't be rendered if they're considered small enough, probably due to some sub-pixel shenanigans.
(start/end scale here is 0.5, and the shape is elec)
- rotating, and changing the x and y offset on shrunk shapes, will allow you to control which bits won't render, allowing you to customise the shape further; in this case, erasing everything except for two pixels, slightly spaced apart.
(the rotation here is -102.53, and x offset: 3.94, y offset -9.57)
(can be fairly sensitive to find the shape you want, use arrow keys for more precision)