Have you been using GMS-oriented Particle Editor or something else that has a timeline, etc.?I have been using another particle effects program, and wish to replicate some effects from that program in Geon FX because of the automatic export to GML function.
However, by comparison there is a level of customizable 'complexity' missing from Geon FX--aside from the fact that Geon FX is in relatively early development, I am under the impression that the limitations are more to do with the Gamemaker software rather than Geon FX.
What's the story?
Geon FX utilizes all GMS built-in particle functions. Such things as particle destroyers and deflectors are not available in GMS right now.
We would have to design and code our own particle system in order to make it more feature-rich and controllable.