Tag Info

New answers tagged

0

It depends entirely on your needs: using transparency keys, you usually only have fully-transparent or fully-opaque colors*; using an alpha component, you can have 255 different levels of opacity. Do you want transparent smoke and flames for your explosion sprites, or just Super-Mario-Fireball style ones, with all-or-nothing opacity? It depends on your ...


3

It is quite the same thing. When rendering occurs, the program can compute opaque and transparent pixels to be drawn for color interpolation on the screen. The only difference on the two techniques you mentioned is that trasparent images carry transparency information on their own, and color key gives transparency information to an image from within the ...


1

I'm lazy, so here is the way I'd tackle this issue: it would be by coupling the graphics with a collision/physics engine. You could try and find a basic collision engine for your language and implement something like this for your collisions and graphics: The image is composed with square sprites images; here is the colour coding (note that the first row, ...



Top 50 recent answers are included