When the particle pool is full, drop the piece nobody will miss
Phones can only draw so many sparkles. When the limit is reached, the usual quick fixes either ignore the new effect or overwrite the oldest piece, and both make visible holes: a tap that does nothing, or a long smoke puff that suddenly vanishes. Here is a better rule for who has to leave.
Why this works
When room runs out, remove what the player will miss least, which is the piece that has almost faded already. Dropping the oldest would kill a long-lived puff while it is still in full view.
When not to use it
Don't use it when a piece carries meaning, such as a clue, a pickup or a trail the player follows. Those need a place of their own that is never emptied by the effect budget.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "When the particle pool is full, drop the piece nobody will miss" (read_entry full-particle-pool-drops-the-piece-nearest-to-fading) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP