> Editor is very strong and cool. Engine is much more powerful than starling ParticleSystem and FFParticleSystem. I start using it in my games and I am glad. But I have few suggestions.
Thanks, I'm glad you like it!
> 1) The original(display list) version of editor, has button to change names of emitters. It's useful to activate/deactivate emitters by name. I did't found it in this version.
I removed that one because emitter names are used at some critical places (Spawn action) and if you name them the same you can easily break the simulation. But I might add this feature back with the needed safety checks.
2) Why I can't save only emitter's config, and then add specific texture to certain emitter in the code?
Simply because we did not have a need to display lots of simulation. It should not be a problem for you either unless you're displaying 10+ simulations often.
1. Extract the emitter .xml files from the .sde files (these are just .zip files), then construct at the sim manually (=you dont use the loader library). There is some related code in the wiki under "Batching", the key is that you need to call setTextures() and set container on your particle handlers.
2. Or a bit more hacky but quicker solution is to make the simulation with some very small placeholder textures, load these with the loader library, and then replace textures with yours (=this is the solution that I wrote in the wiki under batching).
Adding support for this would be a low priority for me, since it wont cause any significant speedup unless you use 10+ simulations. But doing so would be easy, it would require 2 things: 1. add a new save without images function to the editor. 2. Loader will no throw errors in such case just trace some warnings.
3) Why did you removed original ImpulseClock? What if I want to spawn particles only when needed(original version has impulse method)?
hmm I thought it was not needed. I'll add it back.