Hi
UPDATE:
I Deleted the Room and created a new one and reset everything and it's now how it should be.. strange happenings indeed..
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An object changes view with animation in a scene but when the game runs its colours (object) reduce like 8 bit... It looks fine in View..
I'm stumped as to why.. I have re imported frames but still the same..
I have used this after fadein:
ogypsy.SetView(50);
ogypsy.Animate(0, 10, eRepeat, eNoBlock);
cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
ogypsy.Animate(0, 10, eRepeat, eNoBlock);
I then added an identical object and gone that way.. still the same..
object[0].Visible = false;
object[2].Visible = true;
ogypsy2.SetView(50);
ogypsy2.Animate(0, 10, eRepeat, eNoBlock);
cEgo.SayAt(12, 152, 200, "Yes. I see a feint vision coming through.");
cEgo.SayAt(12, 152, 200, "I see but I cannot tell!!.");
ogypsy2.SetView(50)
I've just discovered this happens to any view you change the object to!!
any ideas as to why this may happen?
cheers
barefoot
What did you mean by... "colours reducing like 8 bit"? Can you post an image as an wxample?
Quote from: Iceboty V7000a on Mon 07/03/2011 09:58:17
What did you mean by... "colours reducing like 8 bit"? Can you post an image as an wxample?
Here it is as seen on screen:
(http://www.brooklandscarco.co.uk/object-bit.png)
Even with NO commands at all the object still looks like the picture..
I'm still stumped...
barefoot
What version of AGS are you using? Did you import the sprites when the game was initially set to 8-bit?
Hi
UPDATE:
I Deleted the Room and created a new one and reset everything and it's now how it should be.. strange happenings..
Quote from: Iceboty V7000a on Mon 07/03/2011 10:16:43
What version of AGS are you using? Did you import the sprites when the game was initially set to 8-bit?
AGS 3.2.0
The game has always been 16 bit... I exported an object's sprites, did a change and re imported them as a new view... transparency is correct.
barefoot