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Fordom

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3rd January, 2012 at 00:26:42 -

I've seen people manually edit alpha channels in their games. WHy not use pngs instead? I use png in all my games. It looks better, but would ofc not be suitable for pixel games.
But why make picel games, anyway?

 
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DaVince

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4th January, 2012 at 00:00:47 -

I think you're not understanding something here... PNG is just an image file format. Why would you save all resources in external PNG files when MMF has built-in, specialized objects that handle what you want to do much better (ie. active objects and backdrops)?

Make your graphics in whatever, export it to PNG, and then import it into MMF2. It'll be exactly the same. (If it's not, that's a bug.)

Really, PNG is just a way of storing your image data. It's not going to look better or worse when you use it.

 
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Fordom

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4th January, 2012 at 00:06:00 -

Png24 supports alpha channels. THat's what im talking about.
You know so little


Smooth borders, transparency
Image

 
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Hayo

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4th January, 2012 at 00:11:02 -

You are wrong, lol.

 
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Fordom

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4th January, 2012 at 00:13:58 -


Originally Posted by Hayo
You are wrong, lol.

Stop making one liners, troll.

 
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Fish20



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4th January, 2012 at 01:29:26 -

Your incessant rambling is hurting my brain.

Edited by Fish20

 
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Hayo

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4th January, 2012 at 12:53:35 -


Originally Posted by Fordom

Originally Posted by Hayo
You are wrong, lol.

Stop making one liners, troll.



You are wrong AND you don't know what oneliners are

 
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4th January, 2012 at 21:11:30 -

Your grade is still not improving Fordom.

 
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Neil Butcher



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4th January, 2012 at 21:30:51 -

I use PNG files and I manually edit alpha channels. I think most people don't modify alpha channels because they either don't understand how they work, or they are just too lazy.

 
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Hayo

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4th January, 2012 at 21:48:42 -

Or they don't want gfx that look photoshopped.

 
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Neil Butcher



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5th January, 2012 at 00:39:51 -


Originally Posted by Hayo
Or they don't want gfx that look photoshopped.



I think you mean don't want graphics with anti aliasing or alpha channels - has nothing to do with photoshop. Of course if you anti alias everything, it would look terrible. Obviously for things like game sprites and the like, stay away from using any AAing.

 
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The_Antisony

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26th March, 2012 at 26/03/2012 21:19:41 -

Fordom is probably talking about importing PNGs with alpha-transparency into MMF2's graphic editor (which does preserve alpha-transparency). I don't think he understands that once a PNG is imported into the editor it stops being a PNG, and I think most of the naysayers are assuming Fordom is talking about using external PNG files with something like the Active Picture Object because most of us don't use the import feature under MMF's graphic editor. We're more familiar with either creating pixel art from scratch or copy/pasting graphic data into the editor (which doesn't preserve alpha-transparency).

I think a lot of the opinion about using alpha-transparency within MMF is unfounded. Our community is choked-full of pixel artists, and 2D pixel artists don't usually mess with alpha-transparency. As long as you aren't using alpha-transparencies on actives that don't move or interact and your games look good, you may as well just stick with it.

By the way Fordom, there's a difference between correcting the incorrect and insulting them. Next time somebody says something that you know isn't true, you should probably refrain from insulting their intelligence and stick to educating them. Considering DaVince was only trying to be helpful and provide you an answer, your reply was rude.

 
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26th March, 2012 at 26/03/2012 22:38:14 -

What an enlightening exegesis, that last.

 
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Muz



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31st March, 2012 at 31/03/2012 08:29:13 -


Originally Posted by Hayo
Or they don't want gfx that look photoshopped.



I like gfx that look photoshopped. Not badly photoshopped, but most of the modern indie games have a pleasant look.

 
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Jenswa

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4th April, 2012 at 04/04/2012 19:50:34 -

My new *in development* java game uses png's but not the alpha channels, it's just for loading graphic assets, it also uses wave files for sound.

But in TGF/MMF I don't use it, most of my graphics are made in the built-in editor and just need to be transparent or not and not the different levels of opacity.

However, if you could edit (I have actually no idea if this is or isn't possible) the levels of opacity real time that would surely give some nice effects.

But I think because TGF/MMF is built around the active objects system which are graphics but not imported pngs, is the reason pngs aren't used a lot in-game.


 
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Stephen [NeonairGames]

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4th April, 2012 at 04/04/2012 23:35:42 -

I've managed to apply alpha filters to graphics in real-time in Java. I just apply an RGBImageFilter, maintain a memoization cache of filtered images for later use, and then load them through a MediaTracker to force the application to wait until it is done processing the new images from the RGBImageFilter.

 
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Jenswa

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7th April, 2012 at 07/04/2012 12:01:50 -

Jup have has this and you can do cool stuff with it, just like you can edit a palette realtime which allow for other cool effects like plasma. But I am unsure if MMF has this feature. It does have those ink effects which can be setup, but I don't think the level of control is available as in Java. But also Java has it's limitations like the garbage collector or the underlying JVM implementation on the Operating System.


 
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Stephen [NeonairGames]

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7th April, 2012 at 07/04/2012 14:11:30 -

The garbage collection system hardly slows it down at all.
The JVM isn't a problem either since in most cases the byte code is just as fast as native c++ code unless you're using assembly to speed things up.

 
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Bibin

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9th April, 2012 at 09/04/2012 16:17:23 -

My biggest beef with using Java for anything day-to-day is that the first launch has you waiting for the stupid JVM to start up :/

 
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