Easy manipulation of transparency in BGE I'm making a video game from concept to finished piace (still a  big noob) where there's this holographic screen. I want to be able  to manipulate it as easy as I do it in cycles. It doesn't have to  be by using nodes, but once I have it one way in the game engine I don't want to recreate the hole screen  just because the text is too small, or too transparent. In cycles  I have control over everything. Here's an example - 

Nodes - http://www.pasteall.org/pic/91298

The text is too big? - No problem, here's the mapping node. The  blur is too pronounced? - Here's the slider of the Mix Shader. I can also overlay other images or another text the same way the blur is on the screen and the text on the blur.

To what extend can I do all of this in the GE? as I  said, it doesn't has to be with nodes. Easy manipulation is the  problem.

Update: If alpha textures are the only way to go, Is it possible to control each element on the screen as a separate alpha texture. For example - if the text is too pronounced, I can make it more transparent, without effecting anything else. Is that possible?
I've found an interesting workarround - If you save a very low rez. image with part color and part transparency you can adjust the transparency by moving the texture - 



Maybe will work for some cases because there is a transition between the color and the alpha which means there is no even distribution of color and transparency over the plane.