Nope, 24-bit computers won't see it properly. The Scratch Team most likely has a 24-bit computer.
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I think I know how it would work;
The Scratch program receives some infomation that the sprite being made may have transparency, when the transparency is painted on. When all of the transparent paint is erased, it receives another message saying the sprite being made will not now have transparency. Scratch, when the painting is done, will then percieve it as different sprites attached with different ghost levels. However Scratch won't display it as that. The original sprite will be selected when you click one of the ghost OR non-ghost sprites. All scripts of the original will be auto-copied to the ghost sprites. On costume change, if the new costume has no transparency, the ghost ones will be hidden. However if the new costume does have transparency, the ghost ones will change to the correct shape and transparency levels, and also some may be hidden if the transparent shade is less shades of transparency.
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Oh yeah, just dither it to 24bit. There you go! Professional semi-transparency without the feature!
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I am forced to more than triple-post this because no-body likes replying to me.
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Yes, I've been waiting for someone to say this
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Totally support!!!
http://suggest.scratch.mit.edu/forums/6 … -channels-
This is the link to the voting page. Its not mine, its by juststickman (nevaheardofhim).
Currently it has only 10 votes.
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rdococ wrote:
Nope, 24-bit computers won't see it properly. The Scratch Team most likely has a 24-bit computer.
I feel sorry for them...
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coolstuff wrote:
Yep, that's definitely something I want. I think it should have been added at the beginning, but now is better than never!
Think of the projects we could create I'm curious, though, how this would affect colour sensing - would the sensing neglect transparency, always considering it a solid colour? Or would it be consider what's behind it as a part of the colour sensing?
Maybe pixels with more than 50/100 transparency are like not part of the sprite in sensing. And pixels with less than 50/100 transparency are like part of the sprite in sensing.
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ya the is a GREAT idea! ive been needing this for ghost games! the ghost effect is ok....BUT it needs to be able to look COMLETELY transparent! not just a "oh look,a transparent guy! wait...we cant see through him. *?!".......like that. <set[ Transparent ]effect to(
50% )
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rdococ wrote:
coolstuff wrote:
Yep, that's definitely something I want. I think it should have been added at the beginning, but now is better than never!
Think of the projects we could create I'm curious, though, how this would affect colour sensing - would the sensing neglect transparency, always considering it a solid colour? Or would it be consider what's behind it as a part of the colour sensing?Maybe pixels with more than 50/100 transparency are like not part of the sprite in sensing. And pixels with less than 50/100 transparency are like part of the sprite in sensing.
I'd say that it should always detect it as a solid colour... Isn't that how the ghost effect works?
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Thats something I really want! I support!
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You cannot actually do it in scratch, but you can fake it by rubbing out pixels in the paint editor in a checkerboard pattern then you will see the sprite and what is behind it and you could do it with only part of the costume and adjust the ghost effect to make the sprite more or less transparent and also colour sensing and stamping work normally!
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You know, for my Duel game, I'm adding a class which will need this semi-transparency. But think of all of the great stuff you can do with this other than that! It can be used to show life loss like in some video games, maybe mario, or it can also be used for the changes of transparency in clouds as they thicken or clear up IT WOULD BE INCREDIBLY USEFUL IN SO MANY CASES!!!!
But a suggestion I'd have to make is that when your editing a sprite or a costume, make it so you can control the level of transparency, sorta like how they have in other softwares, like Microsoft Office. Hopefully thet can make an update soon
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i support! i think it will reduce lag from too much blocks or scripts. this is a great idea!
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bizarrestuff wrote:
You know, for my Duel game, I'm adding a class which will need this semi-transparency. But think of all of the great stuff you can do with this other than that! It can be used to show life loss like in some video games, maybe mario, or it can also be used for the changes of transparency in clouds as they thicken or clear up IT WOULD BE INCREDIBLY USEFUL IN SO MANY CASES!!!!
But a suggestion I'd have to make is that when your editing a sprite or a costume, make it so you can control the level of transparency, sorta like how they have in other softwares, like Microsoft Office. Hopefully thet can make an update soon
That was a necropost. This topic was more than a year old.
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jontmy00 wrote:
bizarrestuff wrote:
You know, for my Duel game, I'm adding a class which will need this semi-transparency. But think of all of the great stuff you can do with this other than that! It can be used to show life loss like in some video games, maybe mario, or it can also be used for the changes of transparency in clouds as they thicken or clear up IT WOULD BE INCREDIBLY USEFUL IN SO MANY CASES!!!!
But a suggestion I'd have to make is that when your editing a sprite or a costume, make it so you can control the level of transparency, sorta like how they have in other softwares, like Microsoft Office. Hopefully thet can make an update soonThat was a necropost. This topic was more than a year old.
It's also irrelevant because Scratch is vector now, so it has anti-aliasing and semi-transparency support. Never thought of that.
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