Fading Alpha on text and texture memory
For the display text behavior, is there any way to change text colour or alpha in-game?
Also, whats a safe max for image memory? In retina mode is 50 megs ok?
Also, whats a safe max for image memory? In retina mode is 50 megs ok?
Comments
Interpolate self.color.alpha to 0
@ duration x where x is the length of time in seconds you want the fade out to occur in
Hope that helps
- Alex
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For example, you can have 3 different 'display text' messages all attached to one actor and they can all be different colours, so those colours are independent of the actor.
You'll have to have different rules with different display texts. So when attribute is whatever display text color green. Then say u want to have it change to red when say score is greater then 100 you would have a rule when attribute score is greater then 100 display text color red
You'll just need different rules all with display text how u want it to be
So.. 17 and 77 are both green 16 and 76 are both yellow... The game looks better when the stars fade out instead of pop in and out, and I wanted the numbers to do the same using interpolate.
The other part of my question was about image memory because I thought about prerendering the numbers from 1 - 100 and just fading those images, but each star is 100x100 or so.