Quote from: Crimson Wizard on Thu 29/02/2024 03:01:33And since I'm at that, I might say that this habit of brushing AGS problems off, preferring to keep the "workarounds" tactic, is probably the reason why there are so many issues in its core functionality still after many years. People just get used to "workarounds" and don't bring problems up. Then every newcomer gets into a trouble.
The point I was making is that I don't think most users experience this as a serious problem.
I'm not sure whether the user on Discord was unlucky in what graphic software they tried to use, or just couldn't figure it out, but if this was really a problem "every newcomer" struggles with, we would hear about it way more often. (Compare all the questions about linking events and event handlers.)
Quote from: Crimson Wizard on Thu 29/02/2024 03:01:33And of course these nuances are never documented, so I cannot even find a reference when someone asks about a problem.
Isn't it all documented here? It doesn't explain how to actually create files in the required format, but since that will vary from image editor to image editor, that wouldn't be possible to document in general.
Quote from: Crimson Wizard on Thu 29/02/2024 03:01:33I don't know how useful having a mask drawing tools inside editor would be, besides being able to quickly setup a scene draft.
I would expect most people do use the AGS mask editor (supporting that as a higher priority), and that the mask import feature is more of an "advanced option."
BTW: It's been a while since I used it, but my recollection is that AGS doesn't export masks in the same format it requires them to be when imported. (You can only export one mask at a time or something?) If that's so, it should be an easy fix that could also help with creating files in importable states (you could just export the masks to a file, paste the drawing you've made into it, and resave).
Quote from: Crimson Wizard on Thu 29/02/2024 03:01:33I've been thinking about similar thing, have a "import mask" palette, optionally enabled, which has default color setup for masks. I don't think the regular game palette may be used for this, because it is divided between "game" and "room" colors, which may make using it for masks palette inconvenient.
If you're absolutely convinced this is a high priority, I would suggest an import screen where you could see the mask image and a list of the mask channels. Then with an eye-dropper tool you could assign each color to a channel. A default mapping of colors to channels (if they match) would then be a nice-to-have accelerator feature.
But realize that as soon as you move away from requiring palette-indexed images, you're going to have users who try to use anti-aliased, compressed or otherwise not 100% RGB-accurate masks.