I am not sure if this has already been suggested...
however, what i would like to see is some form of independent canvas clones.
ie: clones of a canvas that can be manipulated in an array
( or some method of manipulating an array of individual canvas's - which i know can be done with coding but it would be nice to have an easy way...)
the main reason for this is that ( unless i have it wrong)... each canvas clone contains the same graphics as the original.. I would like to manipulate an array of cloned canvases that have individual "create" coding.
This would allow me to PRERENDER the draw_from function and have automatically scaled sprites.
example: warning : PSEUDO CODE
create canvas actor
// then in the create_actor of this canvas
use "draw_from" a sprite and "scale to [cloneindex * SIZE REQUIRED]" //size required is a variable to set the scaling
for i=1;i<= (number of scaled sprites required) ;i++ //say about 100 canvas clones
clone actor "canvas"
next
This would give me an array of 100 canvas clones with a sprite scaled from 1 * SIZE to 100 * size - all pre-rendered.
ie:
in clone.1 draw_from would scale at 1 * size required
in clone.2 draw_from would scale at 2 * size required
.....
in clone.99 draw_from would scale at 99 * size required
note size required can be a fraction etc to scale downwards
as the code in each clone would create a scaled sprite from 1 to 100 in the "create" code, and therefore not have to use the draw_from function during runtime.
now... i know i can already do this by creating many many individual canvases, and i can manipulate them using hand made functions and things like fprint ... and i have, and it works so well that I would like to see a built in function...as it does get very messy
hope this makes sense
feral