Adventure Game Studio

AGS Support => Advanced Technical Forum => Topic started by: j-Hed on Sun 28/12/2003 15:33:24

Title: Alpha channel with the AntiAlias function?
Post by: j-Hed on Sun 28/12/2003 15:33:24
The game is 800x600 32-bit and the player character is now imported as PNG with an alpha channel, but before the character had an alpha channel (it was .pcx) the anti-alias function (I know it antialias inside the sprite) worked but now when it's PNG the Anti-aliasing doesn't work.


Doesn't the Anti-alias work if you have an alpha channel or something?
Title: Re:Alpha channel with the AntiAlias function?
Post by: Paper Carnival on Sun 28/12/2003 16:03:57
Well, as far as I know, to create sprites like that you have to start a drawing with a transparent background (you can do that in many programs such as PhotoShop or Photo-Paint), or save the png from a vector program. Alpha channel = ?
Title: Re:Alpha channel with the AntiAlias function?
Post by: j-Hed on Sun 28/12/2003 16:20:57
Maybe I didn't explain it to well but I HAVE imported alphachannel PNGs and this works fine. BUT the problem is that the function ANTI-ALIAS that came out on ver. 2.55 on AGS doesn't seem to work with PNG files, because the character isn't anti aliased inside.  
Title: Re:Alpha channel with the AntiAlias function?
Post by: scotch on Mon 29/12/2003 08:13:33
Alpha channeled sprites don't currently work with scaliing antialiasing, or colour tinting or light levels.. I think that answers your question..
800x600x32 with alpha channelled sprites?  Wish I was brave enough to use that ;)
Title: Re:Alpha channel with the AntiAlias function?
Post by: Pumaman on Tue 30/12/2003 18:04:09
Yes, due to technical limitations, alpha blended sprites cannot be antialiased currently.

Good point though, this should be mentioned in the manual, so I'll do so for the next version.

However, the Final version of 2.6 should now support tinted and lit alpha blended sprites.