Redink1's Profile
Why, hello there. Take off your shoes and stay awhile.
I'm Dan Walma, and I'm the guy behind The Dink Network. If anything on the site works, breaks, or looks at you funny, I assure you that it is all my fault.
I'm Dan Walma, and I'm the guy behind The Dink Network. If anything on the site works, breaks, or looks at you funny, I assure you that it is all my fault.
dwalma@gmail.com
http://www.redrecondite.com
Private Message
I respectfully disagree; while I agree that true alpha-channel support would be nice, I think that having the Dink engine convert from checkerbox to alpha shadows directly is better than converting all existing graphics to use alpha shadows for a couple reasons:
1) As currently implemented, this works with all existing D-Mods without needing to change them (which would greatly increase the download size and file size of all graphics).
2) Right now this can be enabled/disabled from the Dink HD options menu, as it may have a performance cost associated with it.
And... actually... with what I learned updating the checkerboard code, I'm pretty sure Dink supports alpha channel already.
[5 Minutes Later]
Yep!
Apparently Photoshop is the issue; it can't write .bmp with alpha channel, but PixelFormer can (https://stackoverflow.com/a/34572996). So you can use Photoshop to create transparent .pngs, and use PixelFormer to convert those to transparent .bmps.
I tried converting the Initiation lantern to alpha channel, and it works (and plays nice with the 'good shadows' too):
I might play around with this more.
It even 'kind-of' works in FreeDink; it has some unintentional flickering issues, where if the size of the lantern sprite is 100%, it is solid black, but if the size of the sprite is something like 105% or 110%, then it is solid black every-other-frame or so (and literally flickers on-and-off).
Doesn't work at all in v1.08.
1) As currently implemented, this works with all existing D-Mods without needing to change them (which would greatly increase the download size and file size of all graphics).
2) Right now this can be enabled/disabled from the Dink HD options menu, as it may have a performance cost associated with it.
And... actually... with what I learned updating the checkerboard code, I'm pretty sure Dink supports alpha channel already.
[5 Minutes Later]
Yep!
Apparently Photoshop is the issue; it can't write .bmp with alpha channel, but PixelFormer can (https://stackoverflow.com/a/34572996). So you can use Photoshop to create transparent .pngs, and use PixelFormer to convert those to transparent .bmps.
I tried converting the Initiation lantern to alpha channel, and it works (and plays nice with the 'good shadows' too):
I might play around with this more.
It even 'kind-of' works in FreeDink; it has some unintentional flickering issues, where if the size of the lantern sprite is 100%, it is solid black, but if the size of the sprite is something like 105% or 110%, then it is solid black every-other-frame or so (and literally flickers on-and-off).
Doesn't work at all in v1.08.