Actually, I was testing lucency with my distort image code when I realized that lucency revealed all the details and transparent backgrounds of each scanline of the blit, since every line is actually drawn into different buffers repeatedly, with lucency. I'd like to be able to save the lucency value, set it to 0 for buffer drawing, then set it back to the desired lucency when the blit is drawn to the screen.
As it is, I made a workaround where you specify what lucency value you want as an argument for the DistortBlit. It sets lucency to 0, draws stuff, then sets the desired lucency and blits to the screen. It won't work with SetLucent now, but it does okay.
Ben McGraw's lovingly crafted this website from scratch for years.
It's a lot prettier this go around because of Jon Wofford.
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