You probably need to move or destroy the sprite after you paste it. Or add drag&drop behavior and move it with mouse - you will see that the image is pasted on the canvas.
I updated my demo - added a button to load a custom image.
dropbox.com/s/6pkhad14lt08oj0/Canvas_FloodFill.c3p
Paste definitely works with uploaded images. You just need to wait about 0.1s before doing anything with the sprite, or making a snapshot.
You need to create images on "Layer 0" (which has index 1).
By the way, changing an image like this will be extremely slow.
Check out my demo showing how to modify pixels on DrawingCanvas with scripting.
howtoconstructdemos.com/using-flood-fill-for-drawing-canvas-to-make-a-coloring-game
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Instead of "Wait for previous action to complete" in event 5, put a simple "Wait 0.1s"
"Wait for previous action" is for asynchronous actions only (ones that have a clock icon on the right). So you can remove it from event 2 also.
"move X pixel at angle" is used to distribute Step sprites (blue cells) along the path.
And then when you left-click, the character moves with MoveTo behavior from one Step sprite to another.
I updated your project:
dropbox.com/s/c1qu3jlbxa35rb2/TrySecondMovePlayer.c3p
You are probably doing something wrong. Impossible to tell without seeing your code.
Check out this demo, showing how to use LocalStorage events properly, and how to easily store many different values using a dictionary.
howtoconstructdemos.com/easily-save-multiple-values-in-local-storage
I do understand all this.. But I also think many people here are "scared" of github, or can't bother registering there. It was so much easier with C2 bugs, because we could submit them right here on the forum.
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Check out this example, it's a C3 project, you can open it in free version of Construct 3, and recreate the code in your game if needed.
dropbox.com/s/43c9z9u762l35pw/TileWorkaround_w_Projector2.c3p
Member since 26 May, 2016