Actor images and background color
jon2s
Member Posts: 40
I know that with images on actors the background color will shine through white areas, but what if I want a white area to be rendered white? Do I have to set the background color to white and color the areas I want colored? For example I have 5 different color variations of a sprite. I want part of it white, do I have to make 5 different versions or is there another way to mask the image?
Thanks!
Thanks!
Comments
Then when you do want white, select a white paint/draw color and then draw with that. Be aware that you can usually adjust the transparency for whatever paint/draw operation you are doing at the moment (i.e. you can paint/draw with any color and you can set the transparency from 0 to 100% at the same time).
If you don't want anything behind bleeding through, set tranparency to 0%.
Transparency is sometimes referred to as "alpha" and then if you don't want anything bleeding through, set alpha to "1.0". Think of alpha "0" being 100% transparent, alpha "0.5" being 50% transparent, and alpha "1.0" being opaque (no see-through). Etc....
One would think that when put into GameSalad, the background color would shine through the transparent areas. This is not the case. When put into GameSalad, the eyes are blue and the transparent areas are well, transparent.
So it appears that GameSalad is using the color white as a mask to shine the actor background color through which is fine, but can you change it from using white to using another color?
Thanks!
If you have a colored actor, say a white space ship, and you drop it on an actor whose color is set to blue, the white *will* take on a blue color. You can think of the actor color as being a tint to the image you drop on the actor. I use this mechanism all the time. Draw something all white (with or without some transparency) and then I can use it on an actor whose color I can control to produce many variations of the actor.
Also, when saving a PNG file, be sure to save it in the RGB color space. I think there are a few color spaces and one of them causes issues (but I think that was the grey scale 8-bit color space).
Thanks!