You need to start with a higher resolution image. For example, it's better to have a 256x256 image that's shrunk most of the time, then looks good when blown up, instead of a 64x64 size image stretched to 256x256.
You could try the 'interpolate' behavior on self.width and self.height... The grow behavior seems to cause actors to act differently. For example, actors don't register overlap rules while using the grow behavior.
You could also try the change image behavior to swap in a different texture when it gets to a certain size, but I'd think just using the high res image all the time would be more efficient.
Comments
Nots not gonna look great, but no other way to stretch the same image with grow, because the effect looks good.
Can't spawn another actor because the ball will be moving and will lose its momentum....
You could also try the change image behavior to swap in a different texture when it gets to a certain size, but I'd think just using the high res image all the time would be more efficient.
Thanks for your help :-)
So if you wanted your actor to fade into red you would do
interpolate self color red to 1
interpolate self color blue to 0
interpolate self color green to 0
then select ease in/ease out in each of the interpolates