
For this reason, we recommend avoiding this combination. Note: Using transparency combined with multiply will have strange results because the Alpha channel is ignored when rendering the image.
This tints or darkens the background image, and is useful for gradient overlays, tinted windows, shadow effects, or masking.
Multiply: multiplies the color values of the actor’s pixels with the background. This results in a more realistic brightening effect, with less ‘overexposure’ of the image. Instead of adding the actor and background colors, Screen adds the actor color to the inverse of the background color. This has an intense brightening effect, and is commonly used to draw emissive light sources (fire, sparks, explosions, lasers, and other things that are awesome…) Additive: adds the color value of each pixel of the image to the color value of the image behind it. Opaque mode is the cheapest blending mode, so using it may improve the performance of your game, especially for large background images. Opaque: copies the actor’s pixels exactly, replacing the background and ignoring transparency. Normal: overlays the actor over the background. Blending mode: determines how the actor’s graphics will be drawn with respect to its background. Unchecking this attribute will improve the performance of your game if the actor never needs to be seen. This attribute cannot change during gameplay. Visible: determines if an actor will be seen by the player. Tags: tags given to the actor, which are labels you can use in your game logic to apply actions groups of actors. This is not manually editable, but you can modify this by dragging an image from your artwork/sprites on to the actor instance within the stage. Image: the image displayed for the actor (if any). You can edit any of these individual values, or you can select a color from a color picker. Color: the background color of the actor, represented by red, green, blue, and alpha integer values from 0 to 1. For example, if the value is 90, then the actor appears 90 degrees rotated counter-clockwise. Rotation: specifies the angle or rotation at which the actor appears initially in the scene. Size: the pixel dimensions (width and height) of the current actor. This property is relevant for actor instances within a scene, not actor prototypes. Position: the x and y position of the actor in the current scene. This attribute can be read and incorporated into your rules/behaviors, but not changed. Time: the number of seconds an actor has been active or “alive” in the scene. Name: a descriptive way for you to refer to an actor within your game. Any changes you now make to this specific actor within the scene will only affect that actor instance, not the prototype itself. To create an actor instance, simply drag an actor prototype into a scene. If you make a change to the ghost prototype, all ghosts within the game would also be changed.Īctors instances are the building blocks of a scene. Each ghost that actually appears in each scene/level of the game is a specific instance based on this ghost prototype (and would therefore inherit all the attributes and behaviors of the prototype). For example, in Pacman, you would create a ‘ghost’ prototype, specifying some visual attributes of the ghosts, and how the ghosts would behave in the game. These are known as “prototypes” (or models) of the actual actors/characters instances that your players will interact with within your scenes.
Game designers often begin their process in Creator by creating the set of actors that they will need in their game across different scenes. Actors can represent the character that the player is controlling or they can be the surrounding objects/characters that your player talks to, collides with, jumps over, or generally interacts with during gameplay.
Actors represent the visible objects within your game.