Quick answer: Set the canvas’s Blend Mode property before pasting content. For glow effects, ensure premultiplied alpha matches between canvas and source sprites.

A particle effect uses Drawing Canvas to accumulate glow trails. The desired Additive blend looks blown out and washed. The blend mode wasn’t applied before paste.

Set Blend Mode Before Paste

In events:

Canvas → Set Effect "Additive"
Canvas → Paste object Sprite

Order matters: blend mode must be active when paste happens. Setting it after has no effect on already-pasted content.

Premultiplied Alpha Note

Construct 3 uses premultiplied alpha. Source sprites with non-premultiplied alpha (most PNGs) get composited correctly for normal blend, but additive looks wrong — bright halos around transparent regions.

Fix: in the Sprite’s image editor, ensure RGB × A is baked in (use the “Multiply RGB by A” option), or set the source sprite’s effect to handle conversion.

Common Blend Modes

Clear Canvas Between Frames

If you want the canvas to act as a per-frame accumulator (trails fading), use:

Every tick: Canvas → Clear (rgba 0, 0, 0, 0)
              Paste current particles

Or fade slightly each frame to leave trails: Clear (rgba 0, 0, 0, 0.05).

Verifying

Side-by-side: pasted on canvas vs direct sprite render. Same blend mode should look identical. Adjust premultiplied alpha if not. Preview in browser; WebGL effects path is what matters.

“Set blend before paste. Match premultiplied alpha. Two rules cover most canvas effect bugs.”

For HTML5 export, test in different browsers — WebGL precision varies and exotic blends sometimes look different cross-platform.