A masking layer

Ideas for Game Editor evolution.

A masking layer

Postby Novice » Mon Dec 18, 2006 8:23 pm

This would be nice, it should simply be a button "Add mask", after that you select an animation which will mask an actor and reposition it to fit like you want.
This would be great for many things such as mini maps.
Why do i always get stuck?
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Postby Fuzzy » Thu Dec 21, 2006 10:59 pm

Do you mean a collision mask, or a graphical mask, or what?
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Postby Novice » Fri Dec 22, 2006 12:00 am

I mean a transparency mask. Like in Photoshop or flash.
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Postby Fuzzy » Fri Dec 22, 2006 4:58 am

ah, like a cookie cutter. you have an image, and you cause some parts to drop to alpha 100.. i see.
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Postby Fuzzy » Fri Dec 22, 2006 4:59 am

I'd like to see layering effects, so that when two canvases, or actors overlap, you can multiply, divide, add, subtract, xor the displayed pixels..
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Postby Novice » Fri Dec 22, 2006 8:51 am

That would also be nice. It would also allow you to arrange your workspace better.
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Re: A masking layer

Postby 247wkman » Sat Jan 14, 2012 2:14 am

I've been hoping for a tutorial or evidence of this- in grim-grimoir, which is a stratigy game where you basically have to take over the game space and destroy all enemies, the areas you have no allies in are dormant and shaded out. your minions have a light space around them that enables you to see the active contents of new areas and allows you to establish new base points. as a code implimation i figure you just need to check you have allies in range or their proximity to enimies to activate enemy attack waves. but how to create a blanket of shadow over the whole game space and then remove it from the radias's of individual sprites has got be in canvas somehow....
i think if you use the draw shapes functions like a circle- and have the sprites as the centers, fill with alpha to 0 (maybe as a gradiant), while the canvas's create state is made to fill in black with slight alpha.

must learn....stuff
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