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Thanks for the replys guys.
So can anyone confirm that the 'coefficient value' of Semitransparency in MMF2 Flash builds ranges from 0 - 232 ( turns invissible at 233 )?
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As far as I can see it's range is 0-128, my actives at 128 are completely transparent.
This is the reason I stated inserting the runtime object, comparing runtime and adjust accordingly.
PC + SemiTrans(Active)<128: > Set SemiTrans(Active)>+1*2
Flash + SemiTrans(Active)<128: > Set SemiTrans(Active)>+1
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I am possitive that semi transparency for MMF2 flash builds range from 0 - 232 ( for me at lest ).
Of cource this may just be something with my computer or Flash version but i dont think so.
If you look closely semi transparent Object are barely vissible even when transparency value is over 128 ( its not easy to spot and you might need to tilt your monitor to see it ).
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When using the standard Ink effect semi transparency in my Application i experienc lag and horrible bugs ( basically my Event Editor stops working ) if there are too many Objects with the effect it seems.
Anyway, if i use the 'Effect --> Compatebility --> Set Semit Transparency' instead of the standard Ink Effect semitransparenct, everything runs smooth even with twice the number of Objects with no lag/ FPS drop or bugs.
I would strongly advice anyone building Flash Applications/ Games to use the 'Effect --> Compatebility --> Set Semit Transparency' over the standard ink effect semi transparency ( especially for particle effects ). Strongly.