In my opinion, layer rotation isn't robust enough yet to be used in something as complicated as rotation+scrolling.
I think layer rotation does one interesting thing that is: rotating groups of objects. But here are the limitations I know :
- you can't yet set a center of rotation
- as you said you can't easily position a layer (where would be the origin?)
- there are some annoying issues with collision (don't know if it's just with physics or all kind of collision)
- when you group objects under the same layer you can't finely tweak zOrder regarding object outside this group
And basically, to rotate a group of object, I would just use the same sprite to represent them and do a:
[code]Global Variable PivotX = what you want
Global Variable PivotY = what you want
Object: set X to PivotX + cos(angleOfRotation)*distance(Object.X,Object.Y,PivotX,PivotY)
Object: set Y to PivotY + sin(angleOfRotation)*distance(Object.X,Object;Y,PivotX,PivotY)[/code]
There you have control on what object you move and the position of the center of rotation (pivot).
You avoid zOrder issues 'cause they stay at the same zOrder before and after the rotation. Same goes for collision issues.
If there were families, you could even use the same code on a whole bunch of different objecttype.
So for now, if I were to participate, I probably would just use layout angle. 'Cause THAT is a neat feature (: