Quote: "This is a tough one!"
Quote: "It's not a simple thing to do!"
Indeed, but it was actually the
AGK help files that told me to do it the way I did, and made it seem to simple.
Quote: "Can you do a short video on the effect? Maybe I'll be able to better understand what you're after."
Sure, just give me a while.
Quote: "The only thing I can think of right now is to make clones of your sprites as they move, set the clone transparency to 50%, then delete the clone on the next frame, or leave it alive but always have it move 1 frame slower."
That's one "solution" (it wouldn't look very good) that I already thought of, but the problem is that my app is already pushing performance to the limits and has 1000-5000 sprites on screen. Still, a lot of the performance drain is in the calculations required for the sprites, so I'll do some experiments...