Thanks guys.
Yeah I meant to write what it's currently capable of and what the user can tweak.
For everything and each flare this is called in the rep_ex (probably should be rep_ex_always, but at the moment I didn't have any blocking moments, so I didn't care.

):
function lensflare_flare(int
sourceX, int
sourceY, Object*
obj, int
sprite, float
distance, int
transparency, bool
fade, int
baseline, optional int
viewX, optional int
viewY)
SourceX and
SourceY: these coordinates are the location that the object evolves around. So the sun may be: x:100, y:100, but the flares are: sun.x, sun.y because they evolve around the sun (but since the sun or light source 'can' move, is why I've made the flares follow the sun's actual position).
obj: is obviously the object, which makes things easier so you can just do: obj.X=500, for example.
sprite: is the sprite number. 0 makes it optional, that way if it's optional you could always have an animating flare, sun or light source, instead of just a static sprite.
Also 0 is in case you'd rather just use the graphic you initially set the object at, etc. All the flares are centered according to the vertical and horizontal center of the sprite image. So even if your light source or flare is oddly shaped, it will be centered properly, instead of what AGS does with the bottom left corner for objects.
distance: This controls how far from the SourceX and SourceY the object is. Positive numbers go towards the viewport, and negative numbers go away from the viewport (which I didn't actually use, other than the planet). 0.0: would be static. It doesn't move from it's evolve point.
transparency: Right now it's a black background, so the flares are pretty easy to see. All of them in this demo are set at 50% transparency. So if someone had a brighter background, they could make the flares and such easier to see by decreasing the transparency.
fade: False, means the object doesn't fade when it's further from the viewport, while True does. The flares fade, but the Sun and Planet do not.
baseline: I decided giving the player control of the baseline would be the best idea. That way they can customize it to exactly how they see fit.
optional
viewX and
viewY: If you change this, the thing to affect the light source position wouldn't automatically be the viewport. The only thing in the demo that I've made not use the viewport to determine the position, is the edge lighting of the planet. Instead it follows the sun. That way, if you move the viewport around, it still holds on the correct side of the planet. I will need to tweak this one a little before releasing it.
That's pretty much it. The user can control just about everything I can see them needing to.
Yeah, I was thinking about putting in a darkness the more you look at the sun. I'll update it soon and show you the results.
Also it's only about 25 lines of code, in all.

(not including the calling of the lensflare_flare() function in the room scripts)
edit: Sorry, I didn't write that well enough. I 'think' I'll be adding a darkness on the background whenever you look at the object more. I might, not sure yet. But I'll definitely add the blanket of whiteness (center gradient, so the edges are easier to see), whenever you stare at the sun.
EDIT: Added a Brighter overlay!
You guys better get your glasses out for this one 8), I think It's a huge improvement with it only being one extra object added (13 in total now).
It 'almost' makes me want to squint... almost..
www.bryvis.com/entertainment/other/lensflares/lens_flares_brighter.zip