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Transparent chars? Displaying 1-4 of 4 total.
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BladeDragon
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Just wondered if V2 or V3 had/would have the ability to make chars transparent, not just blitted images. Ghost/demon/summoned/ethereal chars being the focus of this question, as well as spell effects that would include 'splitting' a char into multiple ones who would need to be represented as something other then the main. If Lucent(1) doesn't have the ability to apply to entities, if anyone has any other recommendations, please let me know. Might consider using pure 'auras' or layers of blue gradients around a char to represent it, or recoloring a char file completely. All ideas welcome, thanks all!
P.S. Expect to see a web page soon, I redesigned my web page completely over the past 2 days, and will soon have all the features and chars on it to look at, will post the link when all things are finished. =)
Posted on 2002-05-14 20:15:28
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Vertigo
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Yes, you will be able to. Since V3 will support 16/32 bit colors, you can edit the alpha channel to support transparencies. At least I'm pretty sure.. that's way it *should* work. ;)
- Vertigo
"Judge people by the beating of their hearts, not by the swelling of their heads..." - Saves the Day
Posted on 2002-05-14 21:25:29
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BladeDragon
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The color 0 is just not visible, I guess what would happen in that case is that I'd end up with a character who just has pieces missing, which would be completely bad. I guess that's why I had to ask for transparencies, if you recall V1 textboxes, or anyone's textboxes in demos really, it's not like there's a lack of coloration, and it's not half colored, half holes/color 0, it's more an image you can see through and shows what's behind as well as the color on top. For a ghost char, a Lich for instance, someone who's dead, split images of a given char, or ethereal beings, I can't really picture how to make them seem 'ghostly' without having that transparent image, not that your Color 0 is a bad idea, just that I don't think it would do anything aside from making parts of a char disappear and seem 'holy'. If I misinterpreted your advice, by all means repost, and thanks for the help. =)
Posted on 2002-05-14 23:00:56
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Omni
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Sort of, anyway. The first thing you could do is to use Copysprite to blit a lucent version of your character. You could use this with grabregion and a for loop to do some funky stuff. I was thinking of a character format that is entirely in .pcx files so that chrs can be copysprited and so neat effects can be added to them.
The next solution is eye tricks. The monitor is an example of one. It refreshes 60 times a second, but all you see is one complete image. What you could do is trick the user into believing the image/character is translucent. For example, blit out pixels in a grid on the character, like
- - - - - -
- - - - -
- - - - - -
This way, with every other pixel missing, you will see through the character, and people will blend the corners of the pixels together and "see" some translucency. Of course, this works better at high resolutions, but anyway...
The next trick is flashing. Rapidly turning off and on the entity.visible switch will flash the entity on and off. Doing this several times a second makes a flicker effect. Do this fast enough gives the eye the illusion that the two layers (map and picture) are translucent, with the picture in front. Of course, do this wrong and you will give us all epileptic seizures, but do it right and it will give off the feeling of translucency. For example, hooktrace the following code...
if (timer%2=0) { then entity.visible=off }
else {entity.visible=on)
this will flash the entity on and off every centisecond, but because HookRetrace works in frames and not centis, it will flash on and off about every other frame. Which means it either gives you seizures or works great. Try it.
Anyway, these are just a few ideas. I got most of these from the Neo-geo. SNK sure does know how to use that thing, even if it is terribly outdated.
It is not wrong to not understand, for we are all ignorant, but neither is understanding pointless.
Posted on 2002-05-15 15:32:04
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Displaying 1-4 of 4 total.
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