For some reason, after having made my objects in Photoshop CS in PNG format and importing them into my game, I found that there was some strange distortion on them in the inventory screen, and sometimes on the actual room. However, when an object is pulled out of the inventory for use in the world, it is perfect. It seems as though the colors are becoming big squares in the background of the item. What have I done wrong, and is it something I can fix by the OROW deadline?
Another question to anyone in charge of OROW who might wander in here: do I even have a chance of winning if I submit the game with that problem?
Is the sprite objects and the background of conflicting color depths? If so, that may be the cause of such a problem. Is the resolution of the images matching your choosen resolution of your game's settings?
You might also consider trying to save the image in "bmp" format before putting it into your game and see if that makes any difference.
Just a couple of quick suggestions to check out. Probably someone with better image / graphical and AGS type of experience knowldege than I may come along to give you a better answer that would help.
Hmmm. Color depth and resolution are right. I tried using lower-left-corner sprite transparency (filling the rest of the object red) instead of an alpha channel, and that kind of works, but now I have antialiasing issues to deal with.
Also, what is it with me trying to make an object at 100x150 pixels in a 640x480 room, and having the sprite be the size of the entire room? Shouldn't it only be roughly a quarter of the height and a 6th of the width at that size?
Okay, glad to know I sort of got you on the right track.
Ã, Ã, As far as the other "sprite size" problem, I'm not sure in that case.
If a sprite is on a walkable area that the zoom level is "scaled" to be much larger, that could cause such an effect.
Also, perhaps something about the way AGS calculates screen-size resolution, perhaps you can try to import the sprite at the "half-size" resolution option?Ã, I mean for example, if your game was in lets say "800 x 600" resolution, then when you go to import a sprite, you will have an option of either importing the sprite for a "800 res" or "400 res" configuration.Ã, So, picking the lesser-resolution size option might set the sprite more to the actual display size that you wanted.
Well, I don't know if that will help, but it's worth a try. Good luck.