I have a project going on where it is a top down game and my character breathes fire and to save me the work of animating each and every frame of fire (plus allowing for fire to remain even after rotating the player) i thought of using particles to substitute for the fire. The problem I have is I am incredibly new to godot, and i can't find a single video or forum page that explains how to do this exact thing i want to do.
Here is the concept animation of the character (the left one), and i want the flames coming out of the mouth to be particles instead
please do tell me if this is practical or if there is a better way to implement the idea, since this fire will be doing damage throughout the duration that it is active, like if it's unrealistic to do so due to hitboxes and such
That’s absolutely something you can do. Here’s a very quick test:
I added a CollisionShape2D just to demonstrate that you can split the particles and the hitbox (which I believe you should definitely do for simplicity purpose and keeping a clean separation between logic and visual), however, you’ll notive that when changing the direction quickly, the flames may move a bit slow compared to the hitbox. This may not be a problem for you, but keep in mind that while particles are cool (and a goot fit here imho), there may be some issues that you would not have with a sprite sheet.
Anyway, to answer your question: yes, that definitely can be done this way. At least it’s worth trying!
You can somewhat mitigate the hitbox-move vs. particle-coverage problem simply by making the particles faster (and possibly upping the emission rate to cover for it).