I ment the manual, but I used "tutorial" for could make the stupid joke "a tutorial of the tutorial"
By the way, it have worked very well, thanks!
By the way, it have worked very well, thanks!
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Show posts MenuQuote from: Ghost on Tue 24/07/2012 08:18:14
Paint the background with a "pen" tool instead of a "brush". A brush has soft edges (anti-aliasing) and will vary the colour, a pen will not (non-AA).
Or just use the fill bucket
Quote from: Khris on Tue 24/07/2012 09:13:29
You're using 32bit PNGs?
AGS does support alpha channels, or "proper transparency".
1. Paint your sprites on a layer so that the background is actually transparent (indicated by the checkerboard pattern).
2. Set your game to 32bit.
3. When you import the sprite, confirm to use its alpha channel.
That way, you can have smooth edges, too.
Quote from: Khris on Mon 23/07/2012 22:25:10
Try choosing the top left pixel as transparency setting in the import window (or another corner).
I never use the Palette index 0 option since I don't know or care how to put a specific color into a palette slot, at least not with the 16bit PNGs I'm using.
Quote from: Andail on Mon 23/07/2012 22:28:00
First of all, don't focus so much on the colour - as long as you use one colour in the background of your sprite, it will be rendered transparent when you import it.
* Make sure that the editor picks a pixel that actually has the transparency-colour (you can choose a corner, or from palette index). Don't use the "no transparent" option.
* Make sure the background colour is exactly one colour. You can check this by filling it (the paint bucket) with a completely different colour, like bright green (make sure you turn off anti-aliasing). It should fill perfectly all over your background area, otherwise there are subtle nuances, and these will look weird when imported.
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