Thanks, but there are many issues and a lot of work. At the moment it´s not that usable.
But I will improve it step by step.
After some "brainwork" I´m sure that I can handle a timeline. So you could edit every parameter during lifespan. It would be more like "composing" particle effects, in realtime, in your game.
You could realize crazy velocity formulas and really dynamic effects. Do you know sequencers? Expect something similar for PartsEd.

If someone asks:
Of course you don´t have to include PartsEd and the genius BigDll (made by TripleX

) when you publish your game.
All you have to do is: Include the generated code and start the particle functions.
