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Blackgaze

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25th September, 2003 at 12:00:25 -

This problem is on TGF, not MMF. But i will be having MMF soon.
anyway i have a transpaent problem with some of active objects.
1. When one of my active objects are transparent and in the events i do a command

always: active object bring to front

the active object isn't transparent no more but just normal again. How comes?

2. Is there a way (on TGF) to make a x-ray effect. i mean if you had a active object coloured all white and a person overlaps it will the person be displayed as white. something like this (picture from the snes game "Sparkster")

Links: http://www.freewebs.com/spiderhoster/Sparkster1.JPG
http://www.freewebs.com/spiderhoster/Sparkster2.JPG


 
Formerly known as "Spiderhead".

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AsparagusTrevor

Mine's a pint of the black stuff

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  20/08/2002
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Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
25th September, 2003 at 12:15:26 -

1. This happens on TGF for some reason, the only way is to use MMF 1.5 I'm afraid.
2. The only way I could imagine would be to use an ink effect for the foreground, like maybe XOR could give you some kind of effect, or Invert would make the image negative. But other than that, I can't think of anything dude, sorry.

 
Image

Blackgaze

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25th September, 2003 at 12:24:40 -

cheers anyway, any other answers?

 
Formerly known as "Spiderhead".

Returned after four years.
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Linus Software



Registered
  03/01/2002
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25th September, 2003 at 13:43:50 -

I can't answer the second question, but I have a tiny solution on the first one, I think: If you want to make sure a transparent object always is positioned in front of all other objects, make these actions:

Have all active objects that can collide with the transparent object as a group. Then put this in the event editor:

EVENT: [group] collides with [transparent object]

ACTION: Bring [transparent object] to front

This way, the transparent object will always be in front as soon as something touches it. I don't know why "ALways bring to front" doesn't work. A bug perhaps?

 
n/a

Kramy



Registered
  08/06/2002
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25th September, 2003 at 15:05:11 -

Moving objects to front dispells transparency. I had the same problem for explosions. Anyway...here's what I would do.

If your player is part transparent, change the player to an invisible circle, with colliders. Then always position the transparent player animation from the invisible player. Add events for direction, animation, etc....

Start of level
-set player animation alterable value A to 5

Collision with something and should be infront
-Create player animation from invisible player

Player animation overlapping player animation
Alterable Value A = 5
-Destroy Player Animation
-Set Alterable Value A to 5

Another option is whenever you create an object move its animation to back
Then if you have to see the created object, have it move anything overlapping it(except the player) to back.

 
Kramy
   

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