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Post by Packobilly on Apr 12, 2020 20:08:10 GMT
Hi! Since we all normally use Type 0 for the protagonist of our projects, it would be a perfect choice if this Type had a kind of OVER 0; I mean, when it passes over the blocks we decorate the set with, it doesn't get mixed up in that strange tangle of pixels. Even, it could be an option in Blocks to alter this behavior; in case sometimes the protagonist could hide behind those blocks, or, on the contrary, pass in front of them without that pixel fusion. It is possible that through the Specs modalities included in the AGDx it can be obtained, but it would be easier if it already came by default in Type 0. I would like to have the capacity and knowledge necessary to be able to do it, but unfortunately this is not the case (at the moment, ha ha ha) Okay. It's an idea. Thank you and happy confinement!
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Post by alessandro on Apr 12, 2020 21:41:02 GMT
Unfortunately the AGD engine is not optimized for sprite masking. Allan tried creating a patch for that (see this thread), but I guess he did not make it progress any further because it swallowed the memory allowance almost completely; there is an example I made attached to this post. However, with some careful sprite and background design you can exploit the XORing of screen and background to your advantage. See this example: Attachments:provamaschera.szx (25.95 KB)
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Post by Packobilly on Apr 15, 2020 16:25:49 GMT
Hi Alessandro. Too bad we can't fix that little mix of pixels (XORing is it called? Good advice, but it would be very difficult to compose a set in such a way that there was no such mixture. Well, not exactly complicated, but the result could be very monotonous. Thanks again and regards!
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