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Timelines is more used to change all properties of a particle at X time.
It would be really really useful if you could add a feature that would enable and disable an emitter after X amount of frames.
Let's say there is an explosion and the explosion emitters all fire at frame 200. And I want some lingering fire that remain and loop for 100 frames only. In that case I would set the looping fire emitter to trigger on frame 200 and disable on frame 300.
This feature would also be very useful for effects that have delays and rythm in them.
However I do think a good addition would be a "stop on frame" setting too.
What you mean about "stop on frame" ? if you want an emiter stops at X frame just set life lower than other emitters. Or what you mean? Any example?
An example for the dev: I want to render 1 burst of a parcticle system that starts with 1 burst of emitter 0 which has a particle lifetime of 100 and an arbitrary particle count, lets say just 3, and a few frames before the lifetime of e0 ends (say at t=90) I want to trigger another single burst of a different emitter whose particles have a lifetime of 120 and it spawns 60 particles once.
Just to get this to play at a basic level without overlapping emitter spawns, I need to set the first particle's emitter delay to some value that is larger than the lifetime of the entire animation sequence so it doesn't overlap with another instance of itself, and then I need to set the emitter delay of the second emitter to a value I need to calculate in my head that matches up so the lifetime of the first emitter + the emitter delay of the first emitter is when the second emitter first starts spawning particles. In my example the entire sequence will take 210 frames to animate (since the second emiter spawns at t=90 and lives for 120 frames) so I set the emitter delay of the first emitter to 250 to give a bit of buffer, then I set the emitter delay of the second emitter to 340, because delay e0 (250) + lifetime e0(100) - 10 (start 10 frames earlier) = 340.
Now don't even get me started what happens if I later on decided to introduce a third emitter into that sequence between the other two, and decided that the preivous second emitter should spawn once the newly created third one finishes.
By comparison if I did this with a timeline, I would just keep all delays at 0, and just make a second point in the timeline after the first emitter dies where I switch on the second emitter, and drag that point around, and later add a third one for the third emitter. It's orders of magnitude easier and doesn't involve any complicated fiddling around with values.
Also, I'm not sure how much money this tool made for you, but if it's unfeasible to support it in the future because it doesn't generate much income, I would seriously suggest thinking about making the source code available to purchasers. You could even put it on github with a license that allows submitting patches but no use unless you have purchased the software from itch.io or steam.
This application have so much untapped potential that is just waiting to be unlocked :)