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Uuuh paralaxes
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Topic: Uuuh paralaxes (Read 2119 times)
ZanderZ
Creator of BadFellas
Sr. Member
Karma: 1
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Posts: 138
Re: Uuuh paralaxes
«
Reply #15 on:
January 30, 2006, 10:51:55 AM »
Quote from: sharkyx on January 30, 2006, 05:50:51 AM
Maybe Allegro chooses a strange videodriver (like OpenGL or smthg) which can't cope with certain image resolutions (non-power of 2)?
OpenGL isn't strange!
Quote from: Dflies on January 24, 2006, 05:24:52 AM
And also in some maps paralax works fine (e.g. Koala :>)
Koala has 600x420, so your (sharkys) theory is incorrect
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Gliptic
Gusanos Team
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Karma: 8
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Re: Uuuh paralaxes
«
Reply #16 on:
January 30, 2006, 11:11:50 AM »
Well, problem found. If you have an alphachannel in the image, allegro will fail to convert the keycolor to 16-bit correctly. The solution is to remove all alphachannels from level.png etc. They shouldn't be there anyway and just takes up space. The reason it works in 32-bit is because I manually remove the alphachannel in that mode. Maybe I will disable that removal so that the problem is noticed earlier.
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Dflies
you win nothing >:D
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Oh bravo, what do i win?
Re: Uuuh paralaxes
«
Reply #17 on:
January 30, 2006, 10:16:15 PM »
Yehii! So I have to change it myself?
Or wait for another release >:0
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Meh..
Gliptic
Gusanos Team
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Re: Uuuh paralaxes
«
Reply #18 on:
January 31, 2006, 05:35:15 AM »
The level authors have to change it. There's nothing to fix in gusanos.
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Eekhoorn
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Re: Uuuh paralaxes
«
Reply #19 on:
January 31, 2006, 07:01:14 AM »
Will it be possible in the future to have levels with working alpha channels?
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basara
Administrator
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Karma: 31
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Posts: 840
Re: Uuuh paralaxes
«
Reply #20 on:
January 31, 2006, 08:07:00 AM »
Probably not, thats too slow. If you desperatelly want something with alpha you can place an object there instead.
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