Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: refoops on Sat 12/03/2005 05:18:00

Title: Is trasparancy possible?
Post by: refoops on Sat 12/03/2005 05:18:00
This isn't quite a technical question but i was wondering if transparancy is possible in Ags. If so couldn't we possibly anti-alaise (or however it's spelt) the characters on the outside? Sorry if i posted inthe wrong section or did anything else stupid. My first post ever.  :)
Title: Re: Is trasparancy possible?
Post by: scotch on Sat 12/03/2005 07:51:02
Yes, it is.  Both whole sprite transparency, and alpha mapped transparency, which is what you want.  You will need to make your game in 32 bit mode to use this feature.
Title: Re: Is trasparancy possible?
Post by: InCreator on Sat 12/03/2005 08:22:03
I think he means antialiasing in paint program, so sprite comes along with semi-transparent antialiasing, without need for AGS to AA.

Yes, it should be possible. Change your game palette to 32-bit colors and it should work.

right?
Title: Re: Is trasparancy possible?
Post by: refoops on Sat 12/03/2005 10:19:15
Yeh that's exactly what i was looking for, It dosn't matter whether i do it in paint or ags, etc. You think there's any tutorials for doing it?  The quality of graphics would be much better with anti-alaising in the characters.
Overall thanks in advanced guys.

-Arman
Title: Re: Is trasparancy possible?
Post by: ildu on Sun 13/03/2005 14:07:40
I have the same problem. I'm making a 32 bit game and I have a very hi-res char (even high enough for posters and promotion wallpapers :D). I have the char downsampled to the right size and I have it a layer that uses transparency. When I import the sprite, it doesn't acknowledge the transparency at all and gives a horrific result. Until now I've settled to giving the char black edges and having him only jagged on the edges. This thread is giving me hope. Is it really possible?
Title: Re: Is trasparancy possible?
Post by: on Sun 13/03/2005 21:32:59
I once made that,,,set the game to 32 bit and import .png files. As that format supports alpha channel, each pixel has its own alpha(transparency) value.
Title: Re: Is trasparancy possible?
Post by: ildu on Mon 14/03/2005 07:15:05
I'll try it. Thanks.

EDIT: Ok, I tried it. I made an alpha channel for the character and it was all done right. When I imported the .png file into the sprite manager, the edges were still jagged.

What I really wanted to know was if AGS supported transparency in-game. So that pixels in the image have a certain percentage of transparency, etc. This I've done in PS with a channel, but the imported image still has non-transparent jagged edges. What to do?
Title: Re: Is trasparancy possible?
Post by: strazer on Mon 14/03/2005 21:25:58
AFAIK the editor doesn't display the transparency, it will only show at run-time.

Did you say Yes to the dialog box asking if you want to use the alpha channel when you imported the png?
Title: Re: Is trasparancy possible?
Post by: on Mon 14/03/2005 21:55:10
Today i tried again to see how i got the transparency to work, cause maybe i was forgetting something. But i just couldn't make it work running the game in full screen, but if it was played in a window the trasnparency worked ok.
Title: Re: Is trasparancy possible?
Post by: ildu on Mon 14/03/2005 22:37:09
I tried it in-game and the transparency still doesn't work.

And no, it doesn't ask anything about using the alpha channel.
Title: Re: Is trasparancy possible?
Post by: strazer on Mon 14/03/2005 22:41:11
Could you upload the png (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=3584) you're trying to use?