JTxt wrote:
If Scratch 2.0 is built with Flash, (which I believe it is) it would likely be easy to have alpha channel images... (many transparency levels.) But it would need a more powerful image editor... And it raises issues like:
Is a sprite touching even if it touches with almost invisible part of the costume? (It's easy to accidentally leave behind almost invisible parts when erasing.)
And there's performance/bandwidth issues...
It takes more time to draw alpha channel images, and it adds up fast with projects with many or large sprites, with games that are supposed to run fast. And the files can be much larger.
But yes, I think it would be cool.
ALSO, Flash 10 / flex 3.2 has 3d acceleration! (Can use your computer's 3d card to draw images, and alpha transparencies fast.)
It may be possible to draw scratch sprites that way. Which would be FAST. (They don't have to use the 3d capabilities, but it would also be fast to scale and rotate sprites, and it will look smooth.)
Here's an example:
http://polygeek.com/1508_flex_flash-10- … components
http://opensource.adobe.com/wiki/displa … ts+Support
Last edited by JTxt (2010-07-21 11:02:37)
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Huh? isnt that the same as ghost????
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mariobrosrule wrote:
Huh? isnt that the same as ghost????
Sort-of, but no. As explained above, ghost only changes the transparency for the whole image.
Scratch costumes only have one "color" for transparency now, so the edges of costumes look pixelated (ragged, not smooth.) a part of the image is either completely see-through, or not at all.... which is not realistic for many object like glass or smoke.
An alpha channel with the images allow for many "colors" for transparencies.
So it can draw object like glass and smoke more realistically: you can see through a little on parts... and all the way through on other parts.
Last edited by JTxt (2010-07-21 11:35:03)
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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?
It would neglect the transparency. It would make it not transparent
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MyHFC 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?It would neglect the transparency. It would make it not transparent
That might be a little confusing, though either way would be confusing (because with transparencies the colour would vary so much, but without it the colour sensing doesn't exactly match up with what's on the screen). Personally, I'd like the former.
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It's happened to me too and somthing that glows (like alien glow on cooltext.com) turns into a blob of that color.
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Zeke's Sword/ Zombie Killer Has Some
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Definitely! I could see how this could be really helpful in many situations. And as for slowing Scratch down, it'd just be something you' have to keep in mind. No different than music, lots of forevers, inefficient scripting, etc.)
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I agree with your suggestion.
The edge of the sprites look so bad with this version...
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Well with colour sensing, it should sense every colour in the pixel. So if a sprite was a red square and a diffrent sprite was a blue square, and they both had complete transparency of 50% then the colour sensor picks up red and blue.
And stamping? How would it work?
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johnnydean1 wrote:
Well with colour sensing, it should sense every colour in the pixel. So if a sprite was a red square and a diffrent sprite was a blue square, and they both had complete transparency of 50% then the colour sensor picks up red and blue.
And stamping? How would it work?
Transparency stamping
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This would be so helpful! Like for Prism, we wanted a transparent dock, but there couldn't be transparent, and stamping transparency won't work. Did someone post this for scratch suggest yet?
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coolstuff wrote:
MyHFC 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?It would neglect the transparency. It would make it not transparent
That might be a little confusing, though either way would be confusing (because with transparencies the colour would vary so much, but without it the colour sensing doesn't exactly match up with what's on the screen). Personally, I'd like the former.
yeah i agree it is a bit confusing like the neglect<set{confusing }to( 10
but that's kinda cool' i don't relly about the rest would color fish eye mosaic ect
do any thing
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how do u get ghost effect? :p i dont know how
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pomaranian wrote:
how do u get ghost effect? :p i dont know how
To get the ghost effect, you go to the "looks" section, and find the blocks that say "change [color v] effect by ( )" and "set [color v] effect to". To get the ghost effect, simply click on the dropdown arrow, and select "ghost" from the list
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i think that's a good idea
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You know, this really is a great suggestion... It can make way for antialiasing, which will mean smoother sprites for everyone! I believe I suggested that some time ago, but I appear to have lost the topic
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