Random Tile BG

This tutorial covers using Tiled backgrounds tile randomization feature to create some colorful particle changing effects.


We start by adding a tiled bg to the bottom layer.
The texture is just some noise with random colors.















We'll use the Tween behavior to animate it.







Make sure TILE RANDOMIZATION is enabled.
You might want to adjust the blend margins to your liking. The other parts, x-random, y-random, and angle will be set in events.










Well add a new layer to mask the bottom one.









You can use another tiled bg on the new layer as the mask.















Make sure the new layer has Force own texture checked off.









Then we add some particles on top of that.
Note we need something with an alpha transparency.















Set it to continuous spray.















To get the mask effect set it blend mode to destination out.






The events:

+ System: On start of layout
-> TiledBackground: Tween "tr" value from 0 to 1080 in 5 seconds (Default, destroy: No, loop: Yes, ping pong: Yes, repeat count: 1)
-> TiledBackground: Tween "ang" value from 0 to 360 in 3 seconds (Linear, destroy: No, loop: Yes, ping pong: Yes, repeat count: 1)
-> Audio: Play music_fx_super_freaky_funk_jazz_with_a_little_bit_of_s.webm looping at volume 0 dB (stereo pan 0, tag "")
-> System: Wait 1.0 seconds
-> Text: Typewriter text "Festival Of" over 1 seconds
So we're using the tr value -tile random to go 0 to 1080 pingponging in a loop, and ang -tile angle 0-360 doing the same.

+ TiledBackground: Is Tween "tr" playing
-> TiledBackground: Set tile position randomization to TiledBackground.Tween.Value("tr"), TiledBackground.Tween.Value("tr")
-> TiledBackground: Set tile angle randomization to TiledBackground.Tween.Value("ang")
We can use just the tr tween tag to set it while running. Note x, and y are using the tr value.
If you're wondering what the tiled bg looks like, just set the blacks to zero opacity and run.
Suffice to say there's a party going on back there.

Find the source here










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