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Author Topic: Transparency  (Read 469 times)

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Offline Rage

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Transparency
« on: August 31, 2010, 12:50:42 PM »
I just wondering how do you make it so sprites are transparent. Is it a coding thing or spriting thing.



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Offline davismaximus

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Re: Transparency
« Reply #1 on: August 31, 2010, 01:08:36 PM »
If you're using Fighter Factory, go to the Animations tab.  There should be a spot that says "Trans," where you can type either add, add1, or sub depending on what type of transparency you're looking for.


Offline ExShadow

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Re: Transparency
« Reply #2 on: August 31, 2010, 02:35:33 PM »
What sprites are you trying to make transparent, is it for a stage or character?
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Offline Acey

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Re: Transparency
« Reply #3 on: August 31, 2010, 05:53:20 PM »
transparency can be added to the animation (not the sprite) in the AIR file, or to the code. Either way the answer is code. Like Vibrant said, what are you trying to make transparent?

Offline Rage

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Re: Transparency
« Reply #4 on: September 12, 2010, 10:20:49 PM »
i was going to try and make Axl turn in invisible for a info or maybe a move. So its a coding thing, alright thanx ::salute::

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Offline O Ilusionista

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Re: Transparency
« Reply #5 on: September 17, 2010, 01:56:11 PM »
Code: [Select]
[state 00, invisible]
Type = AssertSpecial
Trigger1 = Whatever you want
flag = invisible

If you wanna make him invisible just while he is doing an attack, use

Code: [Select]
[state 00, invisible]
Type = AssertSpecial
Trigger1 = 1
flag = invisible

But if you wanna make him invisible during some time, you will need to use a variable. Like this:

on the move code, add

Code: [Select]
[state 0,0]
Type = VarSet
v= 10 ;(for example)
value = 1

then, you add this under state -3:

Code: [Select]
[state 00, make invisible while the var is active]
Type = AssertSpecial
Trigger1 = Var(10)
flag = invisible

[state 00, no invisible while you are hitted]
Type = VarSet
Trigger1 = MoveType = H
v = 10
value = 0


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