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    Set Graphic doesn't have a duration or blend mode

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    • D
      Deeeds
      last edited by

      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 Reply Quote 1
      • Aidan_FireA
        Aidan_Fire @Deeeds
        last edited by

        @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 Reply Quote 0
        • D
          Deeeds @Aidan_Fire
          last edited by

          @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 Reply Quote 0
          • Aidan_FireA
            Aidan_Fire @Deeeds
            last edited by 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 1 Reply Last reply Reply Quote 0
            • D
              Deeeds @Aidan_Fire
              last edited by

              @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 Reply Quote 0
              • Aidan_FireA
                Aidan_Fire @Deeeds
                last edited by

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

                D 1 Reply Last reply Reply Quote 0
                • D
                  Deeeds @Aidan_Fire
                  last edited by

                  @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 Reply Quote 0
                  • Aidan_FireA
                    Aidan_Fire @Deeeds
                    last edited by

                    @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 Reply Quote 0
                    • MurtazaM
                      Murtaza Admin
                      last edited by Murtaza

                      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 Reply Quote 0
                      • D
                        Deeeds @Murtaza
                        last edited by

                        @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 Reply Quote 1
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