Quote from: AprilSkies on Sat 28/03/2015 09:07:02It's actually an honor to hear that you guys give the sources a go.
Thanks also from me for making this pearl open source! <3

Also thanks for the birthday wishes

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Show posts MenuQuote from: AprilSkies on Sat 28/03/2015 09:07:02It's actually an honor to hear that you guys give the sources a go.
Thanks also from me for making this pearl open source! <3
Quote from: Atavismus on Wed 18/03/2015 12:58:10The best of them all
It seems to be a "Scorched Earth" like but which one...
function SaveTextBox_Click(GUIControl *control) {
function SaveTextBox_Click(GUI *theGui, MouseButton button) {
Quote from: StillInThe90s on Thu 29/01/2015 13:40:091+Quote from: Trapezoid on Thu 29/01/2015 09:22:40I second that. It seems like a shame to have made such a nice piece of pixel art, only to smear photoshop brushes all over it. Gradients with only a few (2-3) colours might be a middle way (?)
I'm really put off by the look of smooth, gradient shadows/lights mixed with low-color artwork. Go with either no shadows or simple solid shapes, like the shadow under the cupboard.
Quote from: Crimson WizardGame creators and their games might bring a little happiness to a broader audience. But you engine coders make us game creators extremely happy
I remember back in 2009 maybe, I wanted to make some games, but I wasn't able, and I have no free time now; while everyone around do that. So I grow even more jealous over time.
QuoteI think it is a bug... What do you think? What should logically happen if I apply an opaque mask pixel over transparent (magic pink) pixel?If the transparent pixel is the master sprite to which the mask is applied I expect that the transparent pixels win and the area will stay completely transparent.
Quote from: Crimson Wizard on Mon 12/01/2015 17:30:38That would be great. To be honest I thought this would already happen during import and 32bit conversion. Otherwise I wonder how AGS can e.g. draw half-transparent gifs on surfaces.
I am leaning towards replacing magic pink with zero alpha color, like (0;0;0;0) or (255;255;255;0) when you create new sprite with alpha channel from existing sprite without one.
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