Short answer: Add a Particles event and pick one of 15 built-in presets: sparkles, hearts, petals, aura, rain, snow, embers, fireflies, bubbles, leaves, smoke, dust, ash, confetti, and mist. Tune the intensity and look, aim the stream at the whole stage, the background, or a named character (the stream follows them), and the effect keeps running until you stop it or the scene changes. No image files are needed - every look is built in and drawn procedurally.
Choosing a preset
Each preset comes ready to use with its own icon and a live preview in the editor, driven by the same engine the reader sees. And because the Stage is the running game, the particles render live on it while you edit - drop in rain and it's raining on your scene immediately.
Shaping the look
Universal controls cover color, intensity, speed, size, opacity, wind, variance, and duration. Some presets add their own character controls - rain has slant, snow has flutter, embers have turbulence, bubbles have wobble. For stage-wide and background emitters you can also choose the layer (in front of everything, or behind the characters) and the area the particles spawn from.
Aiming particles at a character
Scope the event to a sprite and the emission becomes a stream tied to that character - an aura around the love interest, petals falling past one person, sparkles trailing a gift. The stream follows the sprite, or can be given a fixed direction instead.
Starting, stopping, and how long they last
By default an emitter is persistent: it keeps running through dialogue and events until something stops it. Give it a duration for a timed burst instead - confetti that ends on its own. To stop particles deliberately, switch the Particles event to Clear: a stage-wide clear stops everything, while a sprite-scoped clear stops only that character's stream. At a scene change, particles end on their own, dissipating gracefully over the incoming scene rather than cutting off.
Good to know
Playback stays smooth by design - the stage caps the number of live particles at 1,500, so stacked emitters degrade gently instead of stuttering. And for readers whose devices ask for reduced motion, particles are disabled automatically.