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Thread: transparent pasting

  1. #21
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: transparent pasting

    That is actually what i mean by "replace", the fact it requires a selected color like solid black to then replace with a transparent color.

    It just seems like a retro thing for character/sprite sets etc where they are on a color background and to use that as transparent. This is a old method for graphics though and it should not be default.

    If you want another example of how it is annoying then one would be if you drag a png into the frame. It then lets you pick a object you want to use, if you select active and the image has black it replace it with transparent. If you have a sequence for frames it replaces all the of black colors in the images, so you would have to give each a alpha in a image editor.

    For png with a transparent part it now seems better than it used to and if you import with the method like above it works fine. Even if the image does not have transparency though it probably should not default to replace the black color with transparent. In my opinion no replacements should be done unless set by the user.

  2. #22
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    Re: transparent pasting

    yes atom, although LB provided a solution i wholeheartedly agree

  3. #23
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    Re: transparent pasting

    I would be nice to change the "default" transparent color in MMF. Not have to change it for every active object. Black is certainly not the color I would run to. :P

  4. #24
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    Re: transparent pasting

    Well Reg, no matter what CT does, I don't think they will make everyone happy because everyone's taste is different. What one person thinks is just wonderful might make me go outside and throw up.

    Marv
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  5. #25
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    Re: transparent pasting

    Quote Originally Posted by Atom
    That is actually what i mean by "replace", the fact it requires a selected color like solid black to then replace with a transparent color.
    No, this is not how it works. It simply does not draw the color that is set as transparent.
    Working as fast as I can on Fusion 3

  6. #26
    Clickteam Clickteam

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    Re: transparent pasting

    LB is right, MMF2 doesn't replace colors. It just doesn't display the transparent color.

    When you drag & drop a BMP file to the frame editor, it will use black as transparent color by default, it doesn't replace anything. If you want to select a different transparent color, open the picture editor, load the image and select a different color in the Import Image dialog box.

    Or you can also select a different transparent color in the picture editor later, via the Transparency tool (the "fish" that LB mentioned, actually a Greek "alpha" letter ).

  7. #27
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: transparent pasting

    Well whatever the method it is using in my opinion it should not do it as default.

    In other development programs i have used this is not even a problem, having it as default just creates extra work for importing/exporting images.

    For certain tasks like creating paint/image editors this makes a load of extra problems also. I just noticed a thread here today where someone is wondering how to make it not save black as transparent when they save a screenshot but that should be a simple task. With more recent extensions designed for image editing like surface object it is easier to workaround this problem but for MMF3 i hope there is a much better image import/export system.

  8. #28
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleiOS Export ModuleSWF Export Module

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    Re: transparent pasting

    The standard "transparent" color in the mobile game industy is affectionately reffered to as "transparent pink" or "magic magenta" and is 255,0,255... its basically a hideos color that very few people would use for any actual art.

    It is MUCH more common for people to want to use black in their actual art. It did always seem strange to me that pure black would default as transparent. But it never bothered me much becuase I just load in 24 bit sequential PNG images with alpha channels.

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