RC3 and Premultiplied Alpha when using Fireworks
I wanted to start this thread in relation to the PNG image issues a lot of people are having. Please reference the release thread for the gist:
So after searching, I have found that Adobe Fireworks premultiplies alpha in pngs and there does not appear to be a way around it. The problem this causes is if you use a Fireworks produced png file, assign it to an actor, and then adjust the actor's alpha in Game Salad, you get a desaturation and de-contrasting effect. I am hoping someone knows a good way around this other than not using Fireworks.
I have attached a project file that demonstrates the issue. The image created is a default 32bit png exported from fireworks.