Is this what you try to do?
https://www.scirra.com/tutorials/1167/layertocanvascanvastolayer-example
To my knowledge it is not possible but I would also second this.
Someone else was also asking this https://www.scirra.com/forum/how-do-i-create-physics-grass-and-flowers_t116828
Maybe this gets you started.
Here is one example using rexrainbows moveto behavior. https://www.scirra.com/forum/behavior-moveto_t63156
Edit:Small improvement and character
I remembered that I had large image memory usage before when using large Paster object but, now I don't see much of a difference testin on 6000x6000 object and layout. So I'm not actually sure how it works :/
One thing to note is that it is better to make Paster object follow screen and make it slightly bigger than what can be seen to cope with set position lag.
On larger levels the image memory usage will rise quickly if Paster object is very large.
Here is my attempt. I use Source atop blend mode instead of TintMask.
Thanks for sharing this! I thought about this Paster method just yesterday
I got the same effect before using Destination atop and Source atop Blend modes but for some reason it didn't work on Node-Webkit.
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For each Enemy, near player, half health, (enemy speed full?) > set speed to half.
Const struct too
I would add variable layer for the objects and when the active layer is not same disable collisions or solid.
Member since 31 Jan, 2013