If there are not too many objects, you can paste them on a drawing canvas, and apply Inverse affect to it.
Not sure if this answers your question, but you can make a helper function to optimize your code and quickly change multiple values at once.
You can place the DrawingCanvas in the tile position, set its size the same as the tile size, and then use "DrawingCanvas Paste Tilemap" action.
If you explain why do you need this, I may be able to suggest a better solution.
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It's not clear what you are asking about. Do you need to spawn a canvas/sprite at a certain tile on tilemap? Or do you need to load an image from canvas/sprite into a tilemap? Or paste a specific tile from tilemap onto a canvas?
Change it like this:
If you can't just cover the invisible parts with blocks, then the next best option is to mask them with a blend mode. Check out Blend Modes template in C3.
Here is a simple demo:
dropbox.com/s/8fqm5p6ldg2qhsr/ScrollingMenu.c3p
Tilemaps are generally better for performance. And if you don't have any events/behaviors that require collision checks, then collision polygons don't matter.
You can try something like this
Check this demo:
howtoconstructdemos.com/coyote-jump-a-simple-trick-that-can-improve-your-platformer-game
You can open it in free version of Construct 3 and copy events to your project.
dropbox.com/s/e4vsj7dxhbqp2m7/PlatformerPickUpBoxes.capx
I doubt it has anything to do with CORS. Maybe NWJS has no access to the folder you are using. Try "My Documents" or something similar. Also, have you checked error messages in the console log?
This very simple code works fine for me:
You can paste the object on a small Drawing Canvas, and read the color from it. I haven't tried it with videos though..
Member since 26 May, 2016