Sorry for the delay, I had a lot of other projects to finish. But I have also continued work on the Particle Editor. You can download the latest beta editor here (I updated the link):
http://www.intermediaware.de/dev/ParticleEditor_Beta.zip
A lot of bugs are removed, we have input fields now, so you can enter the values directly, the sliders do update as you drag them, the file dialog remembers the last path, and you have a option so the emitter always follows the mouse automatically - which is very handy.
I hope you like it. Keep posting bugs and improvements. I really hope to release the first version incl. source code very soon.
The source code you have to use will look like this:
Of course you have also direct access to all settings in real time, this is only an example how simple it will be to include standard particle fx in you source, that are created with the ParticleEditor.
By the way: I'm currently thinking of a nice name. If you have anything nice or cool in mind, please let me know ;-=
http://www.intermediaware.de/dev/ParticleEditor_Beta.zip
A lot of bugs are removed, we have input fields now, so you can enter the values directly, the sliders do update as you drag them, the file dialog remembers the last path, and you have a option so the emitter always follows the mouse automatically - which is very handy.
I hope you like it. Keep posting bugs and improvements. I really hope to release the first version incl. source code very soon.
The source code you have to use will look like this:
Import "TParticle.bmx" Local ParticleFX:TParticleFX = ParticleFX.Load("particles/MouseFX.par", True) While (1) Cls ParticleFx.MoveTo(MouseX(), MouseY()) ParticleFx.Render(True) Flip Wend
Of course you have also direct access to all settings in real time, this is only an example how simple it will be to include standard particle fx in you source, that are created with the ParticleEditor.
By the way: I'm currently thinking of a nice name. If you have anything nice or cool in mind, please let me know ;-=