I like trying to make art pads with every single thing I can think of, so from the basic clear and fill to even a save and load. I want to make one that goes to the limits. I don’t have advanced mode, but I really want to make opacity, since I can’t think of much else. Is there anyway I can?
Also if you have any suggestions on what to add please tell me.
The link to my main art pad is Added to my art pad! by Huneygamer123
I hope that link works-
hello! welcome to the forum :) yes, there is a way to render opacity trails without the opacity block, as shown by @Awesome_E:
however, before the opacity block came out, i wanted to develop a game with that unofficial feature, but it turns out being extremely unstable as shown in my bug report
so, if you dont have the sub, and really wanna the opacity feature, be careful. also, its good to note the opacity shown by ae is not perfect - it has some overlapping dots
anyways, welcome to the forum!!
Unfortunately, set trail opacity is an advanced mode exclusive, and as far as I know, you can’t fake just it (make it look transparent even though it’s not).
Of course there’s the secret block version like Tri said, but it may be very unstable and may lead to crashes or unexpected behavior.
Doesn’t the actual set trail opacity also do this when the cap is set to its default (round)?
i dont know, i havent played around much with the trails block haha
I think it does.
Sometimes I wish the trail opacity was drawn as one per draw trail container, instead of adding on to the previous trail every step of movement. Setting the cap to “butt” doesn’t really help because if you make it turn, there will still be bits of overlap.
Currently, the opacity option in art pads are pretty useless due to this. In real art pad software, the trail only adds on to the previous after the user lets go of the screen (unless you are using a watercolor brush).
I did not experience any unstability when I made an art pad with opacity.
Basically what you need to do is have the color be a string with the format RGBA(<r>,<g>,<b>,<opacity>)
.
The main issue with this is that in art pads there is a lot of overlap so you need to draw fast with a low opacity to have good looking results.
welp i have the video proofs right there lol, you cannot say there was square trails before the update and you cannot say projects upon restart acts differently xD
yes, but im talking about trails here and both situations are different
but hey, square trails are undeniable
@Tri-Angle @Crosbyman64 @Petrichor
Alright, thanks! I can’t code super well so the opacity trick is way out of my league but if I manage to get advanced mode again I’ll just use the in game block. I lost advanced mode like a week before the cool update
My art pad gets laggy enough sometimes that the glitchy code probably isn’t worth it. But thank you for the responses!
(Also, side note, you guys were like some of the main people that really inspired me when I was new on Hopscotch and coded a lot and I still find you guys really awesome so thanks for that too!)
You could figure it out, even in your art pad you are already basically very close. First I would focus on getting it to draw with rgba, then the hardest part would be converting hsb to rgb if you still want the colors to all be in hsb.
That’s basically just a bunch of nonsensical math, but here is some Hopscotch code that does it, although the variables are very poorly named: