Very simple:
Standard Nax amount of visible particles is 10000.
Okay, your pullets emit particles constantly.
Now think what happens when you create more emitters: at a given point youre creating more particles in a single moment, than others can fade. So if you press f11 and watch the amount of particles currently running("Count Size" > par) in the debug pannel.
You'll notice, that you reach 10000 particles. If your code tries to create more, new particles are not generated.
So, lower the amount of particles generated by a single emitter in a single frame and adjust the effect to work/look good with less particles
EDIT: or you could just raise the max amount of usable particles, but i think its better to improve the particle code itself
edit2: for example I set the amount of particles to create from 5 to 2 and adjusted the velocity like this:
p->vel_x = 2 - random(4);
p->vel_y = 2 - random(4);
p->vel_z = 0;
and changed the fading to:
p.alpha -= 8 * time_step; // fade out the fire particles
if (p.alpha <= 0)
{
p.lifespan = 0;
}
So they are fading faster, and have the trail adjusted for faster fading
Your code worked with just 33 entities. MY code works with more than 100
Greets
Rackscha