by jimmynewguy » Tue Jul 12, 2011 9:05 pm
1)- If the image file has a color depth lower than 32 bits, Game Editor understands that the color of the first pixel (upper left corner) is the color that should become totally transparent in the image.
- If your image has 32 bits color depth, Game Editor will consider the alpha channel (transparency channel) of the image.
- If your image is a gif, Game Editor will consider the gif transparent color.
- If all pixels in the image have the same color (solid image) the image will be consider solid.
2) BACKWARD / FORWARD plays the animation backward or forward, it does not flip the animation horizontally for you
3) It sticks because you are using physical response. You have to come up with a creative way or your own collision system in order to stop this. One really easy way (that isn't the greatest) is to add after the physical response on collision with left or right of the wall do yvelocity ++;
Working on a probably too ambitious project! Wild-west-adventure-RPG-shooter-thing.