PMed that image to you.
Regarding the GUI that wouldn't properly display alpha-channels, I played around a bit and fixed it. But I don't understand why what I was doing before worked in 2.7 but not 3.0.
Since this GUI was on screen the entire game except for small periods, I was just setting the background graphic to slot 0, which is just a single transparent pixel, instead of changing the visibility. This was also useful before because, to animate the GUI, I was using repeatedly_execute_always to increment or decrement the background graphic, and giving it 0 when I wanted it to be invisible.
So, I took all the places where it would set the background graphic for the GUI to 0 (including in the game_start script) and changed it to setting the visibility to false. Now everything works correctly.
Does assigning the background graphic of a GUI to a single transparent pixel somehow stop the GUI from later displaying alpha transparency? Because it didn't in 2.72, but seems to do so now...
Regarding the GUI that wouldn't properly display alpha-channels, I played around a bit and fixed it. But I don't understand why what I was doing before worked in 2.7 but not 3.0.
Since this GUI was on screen the entire game except for small periods, I was just setting the background graphic to slot 0, which is just a single transparent pixel, instead of changing the visibility. This was also useful before because, to animate the GUI, I was using repeatedly_execute_always to increment or decrement the background graphic, and giving it 0 when I wanted it to be invisible.
So, I took all the places where it would set the background graphic for the GUI to 0 (including in the game_start script) and changed it to setting the visibility to false. Now everything works correctly.
Does assigning the background graphic of a GUI to a single transparent pixel somehow stop the GUI from later displaying alpha transparency? Because it didn't in 2.72, but seems to do so now...