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. :)
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.
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?
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
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?
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.
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?
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?
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.
I tried it in-game and the transparency still doesn't work.
And no, it doesn't ask anything about using the alpha channel.
Could you upload the png (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=3584) you're trying to use?