Save/Load bug with objects using alpha channel? (SOLVED)

Started by freshpaint, Mon 30/06/2008 21:05:02

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freshpaint

EDIT: Fixed in 3.03 Exam Profanity Edition

I have a room that uses a dynamic sprite with an alpha channel as part of an animation.  If while playing I save the game in that room, and then load it from a different room, the alpha channel transparency doesn't load back in.  The animation runs fine otherwise.  The sprite is the correct one, but the alpha channel didn't load, so everything is completely opaque.

I created my dynamic sprite using the "keep alpha transparency" option (ie, the "true" switch).  I assigned the dynamic sprite graphic it to the graphic of my animation frame for my object.  I haven't checked whether I get the same problem if I use an animated button on a gui.

The animation runs correctly before I save and if I change rooms and return.

The declaration of the dynamic sprite *variable (and the viewframe *variable) are local to the room but outside all the functions (I double checked, for once!).  The room is a state-saving room.

I'm using standard 3.02 without service pak 1, 32 bit color, 800 x 600 res.


Pumaman

Thanks for raising this, I'll look into it.

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