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  3. Set Graphic doesn't have a duration or blend mode

Set Graphic doesn't have a duration or blend mode

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  • D Offline
    D Offline
    Deeeds
    wrote on last edited by
    #1

    This behaviour's documentation suggests it should have a duration and a blend mode. Neither are there.

    I'd like them. Very much. I was excited. Now I'm sad.

    I'm going to go find a corner to stare at.

    Aidan_FireA 1 Reply Last reply
    1
    • D Deeeds

      This behaviour's documentation suggests it should have a duration and a blend mode. Neither are there.

      I'd like them. Very much. I was excited. Now I'm sad.

      I'm going to go find a corner to stare at.

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @Deeeds I think that would be pretty cool, fade to graphic and stuff. You could try do it manually by having two objects on top of each other, one fading out and the other fading in or something.

      D 1 Reply Last reply
      0
      • Aidan_FireA Aidan_Fire

        @Deeeds I think that would be pretty cool, fade to graphic and stuff. You could try do it manually by having two objects on top of each other, one fading out and the other fading in or something.

        D Offline
        D Offline
        Deeeds
        wrote on last edited by
        #3

        @Aidan-Oxley Why do you keep defending like there's nothing wrong here?

        This is something the documents say exists.

        I built much of what I'm doing around the supposition that this would work, as it's a very normal feature of graphic/rendering facilities, the world over. And it's not something that's easy for large numbers of different objects when there's no nesting/parenting, or any means of doing these kinds of transitions between frames of a sprite animation.

        Don't you get tired of pretending everything is alright?

        Aidan_FireA 1 Reply Last reply
        0
        • D Deeeds

          @Aidan-Oxley Why do you keep defending like there's nothing wrong here?

          This is something the documents say exists.

          I built much of what I'm doing around the supposition that this would work, as it's a very normal feature of graphic/rendering facilities, the world over. And it's not something that's easy for large numbers of different objects when there's no nesting/parenting, or any means of doing these kinds of transitions between frames of a sprite animation.

          Don't you get tired of pretending everything is alright?

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by Aidan_Fire
          #4

          @Deeeds I’m not pretending everything is alright. My standards aren’t as high as yours because this is the only game/app making program I’ve ever used, and so far I can’t think of much I can’t do with it. Objects do have blending modes now, but I agree with you that blend modes like fading for Set Graphic would be pretty cool.

          D 1 Reply Last reply
          0
          • Aidan_FireA Aidan_Fire

            @Deeeds I’m not pretending everything is alright. My standards aren’t as high as yours because this is the only game/app making program I’ve ever used, and so far I can’t think of much I can’t do with it. Objects do have blending modes now, but I agree with you that blend modes like fading for Set Graphic would be pretty cool.

            D Offline
            D Offline
            Deeeds
            wrote on last edited by
            #5

            @Aidan-Oxley I'm not saying they're "pretty cool". I'm saying they're part and parcel of the promise of the documentation... but aren't there.

            And that's beyond annoying because they're not only "cool", they're also an enormous saver of texture space because they remove the need to make transition frames.

            Aidan_FireA 1 Reply Last reply
            0
            • D Deeeds

              @Aidan-Oxley I'm not saying they're "pretty cool". I'm saying they're part and parcel of the promise of the documentation... but aren't there.

              And that's beyond annoying because they're not only "cool", they're also an enormous saver of texture space because they remove the need to make transition frames.

              Aidan_FireA Offline
              Aidan_FireA Offline
              Aidan_Fire
              wrote on last edited by
              #6

              @Deeeds I haven’t read the documentation. What exactly does it say about blending?

              D 1 Reply Last reply
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              • Aidan_FireA Aidan_Fire

                @Deeeds I haven’t read the documentation. What exactly does it say about blending?

                D Offline
                D Offline
                Deeeds
                wrote on last edited by
                #7

                @Aidan-Oxley You don't need to go read the documentation, it's right here....

                0_1509931516825_Image-1.jpg

                Aidan_FireA 1 Reply Last reply
                0
                • D Deeeds

                  @Aidan-Oxley You don't need to go read the documentation, it's right here....

                  0_1509931516825_Image-1.jpg

                  Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by
                  #8

                  @Deeeds Now I see, I wasn’t looking at that. @administrators should look at this, must’ve added the text but forgot to add the feature.

                  1 Reply Last reply
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                  • MurtazaM Online
                    MurtazaM Online
                    Murtaza
                    Admin
                    wrote on last edited by Murtaza
                    #9

                    This is actually a mistake in the reference. The behaviour never had it.
                    The "bug" here is that the reference is wrong :).

                    D 1 Reply Last reply
                    0
                    • MurtazaM Murtaza

                      This is actually a mistake in the reference. The behaviour never had it.
                      The "bug" here is that the reference is wrong :).

                      D Offline
                      D Offline
                      Deeeds
                      wrote on last edited by
                      #10

                      @Murtaza It should have it. This is the best idea for efficient graphic changes of targets, walls, backgrounds... all sorts of things.

                      Please consider it essential.

                      And get it done. Today ;)

                      1 Reply Last reply
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