47) It'd be cool if there'd be an 'opacity' value under the parameters of each effect, so we could set the strength of each effect individually, just like in Photoshop or any other comp package.
48) Is there a smart way to create a timer that can be accessed after it's started? i'm currently working on the combo system and I figured the smartest way to do it would to add a timer when the attack key is pressed and the animation plays until the 'attacking' gv is set back to 0 (which determines whether the player can hit the enemy or not).
So if I hit 'Attack' once, it'll start the timer (which is set to 600ms) and play the animation of the first part of the combo. Then, while the first combo is still playing, I hit attack again, the timer resets to 600ms again and the second part of the animation is being played, etc.
After the fourth combo, even if you hit Attack again the timer won't be restarted, the fourth animation completes and after 600ms, the attacking gv will be set back to 0.
Makes sense? Right now, the problem is that I don't have access to the timer once it started. So it'd be cool if I could define a timer entity and reset the value to its default or another value again.
49) Being able to deactivate individual controls would be enormously helpful. Say I want to deactivate only the players movement while the combo plays - only the arrow keys, but the player can still jump 'n stuff - so I'd just add a couple of 'deactivate control' actions while the combo is being played.