Top stuff Dan! your compiler intergration and many aspects of your interface are well in advance of what I've created - editable curves for opacity and the such is a great way to go! I've gone with a time-line that spans a particle life and mutators/effects are dropped onto / stretched across portions of the timeline to apply different things such as opacity fades - however because they apply relative changes and not absolute changes I lack the fine grain control of your curves - basically the same in principal but your system appears to be better to work with - I think I prefer your idea
EDIT : gah I knew I should of stuck with 2D - I just can't develop as fast - you've got so much wrapped up and working like a charm meanwhile I'm neck deep in 3D stuff - absolutely fantastic work Dan - I'm really impressed - this is what we've all needed for a long time!
Can you have multiple layers for your scene? for parallax scrolling of backgrounds? they could be coded by hand by the player but I think layers in a hierarchy with a scalar factor and an assigned 'tracking node' which is used to move the layer (applying scale and position relative to parent) would be a great thing to wrap up in your GUI - especially if you can apply visual effects to entire layers - for example washing out colour for 'far away' layers - I think it would be an apt feature to what you've created - if you've not already done it
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