Hey,
I can't seem to tint the main character completely white.
This is what I do:
player.Tint(255, 255, 255, 100, 100);
It just desatuates the sprite and makes it a bit brighter (in direct draw 5). Turning it completely black on the opposite is possible.
hmm.....?
Hmmm. Are you sure that the sprites are of 16/32 bit? 8-bit sprites won't work.
I've tried this with a 32-bit sprite but unfortunately it didn't change it to all white. Instead it appeared as grey scale.
Edit: To change the intensity of the sprite you may need to use the light level area settings. Unfortunately it seems that you cannot apply this on separate entities (characters, objects, etc.).
That's exactly what's happening here :'(
This is what I got:
(http://i488.photobucket.com/albums/rr249/gilbot/tinttest.png)
(Isn't it obvious where I stole the image? :=)
You could create a second view with the same number of frames per loop and in game_start, create DynamicSprites and assign them to the view.
For each sprite/frame, draw a white rectangle with the same dimensions, then .CopyTransparencyMask.
In-game, instead of tinting it white, change the view.
At least you'll have it automated that way and you don't need to change a second sprite if you make changes.
This workaround works, but a bit inconvenient though.
(That's why I'd rather use 8-bit.)
Haha, thanks for the effort! Should I now supply an 8-bit avatar? ;D
Quote(That's why I'd rather use 8-bit.)
8-bit for the whole game or 8-bit sprites? Aren't 8-bit sprites being automatically converted if imported into a 16/32 bit game?
@Khris
Thanks for the workaround. I'll consider it, but maybe it's just easier to tint the sprite black and wait until this gets fixed (if it's a bug).
Quote from: abstauber on Tue 11/05/2010 09:26:57
8-bit for the whole game or 8-bit sprites? Aren't 8-bit sprites being automatically converted if imported into a 16/32 bit game?
For the whole game. That's why this (http://www.americangirlscouts.org/agswiki/Using_256_colour_graphics_in_AGS) is here. Technically I'm not interested in making 16+ bit games.
Ahh okay :)
One time I wanted to make 8-bit game myself, but my index0 color was black and I've already used this "black" a lot. So it was easier to just go to 16-bit.
These things always happen when I plan to go 8-bit :P
In a 8-bit game you can keep index 0 as black and use it as transparency. If you want opaque black pixels on sprites just draw these pixels with another colour slot which is also set as black (no, don't use craps like photoshop; these "high-end" programmes just ruin everything if you're seriously into 8-bit).
Yes, my avatar pic is from the time I thought Photoshop is decent spriting tool ;)