See attached screenshot. In the new beta, fonts are showing up with black borders, along with many other black borders around random sprites, but not all of them. Note: I use CREATESCREEN to render the game at 256x224 (Super Nintendo resolution) and then zoomsprite the created screen onto the window, if that makes any difference. 11.414 has no issues.
11.556 changes the default values of ALPHAMODE and ALPHATESTING, maybe your problem is related to this? Check the change log to see how to get the old behaviour, maybe that fixes your issue.
Why in the world would ALPHAMODE's *FUNCTIONALITY* change even if it's deprecated!? :rant:
honestly... I should not have to recalculate all of my alpha values to switch to alpha testing. Guess I'll stick to older GLB. That is not an improvement.
I see your problem is only font related?
Just check the font you are using, is it a pink bmp or an alpha png?
Should be easy to fix.
edit: oops, there are some random sprites suffering of that too...now I read. But my question stands, which are you using?
yep, its seen the changes to ALPHAMODE and ALPHATESTING, which you have not used them at all. You should uses both in your draw graphics.
ALPHAMODE functionality hasn't changed as such - The default setting for ALPHATESTING is now 1, hence no transparency.
You can use either an ALPHAMODE value that isn't 0 or change ALPHATESTING.
I presume it was changed to allow quicker transparency processing on mobile devices.
I always felt that ALPHAMODE(0) was a bit of an anomaly anyway (it should really produce a totally opaque graphic), so aside from two small changes in TSetup, I haven't had a problem :)
Just the default value for ALPHAMODE changed, you should still be able to get the same results like before, I *think* you do not need to recalculate all your alpha values, ALPHATESTING 0.05 should give you the old behaviour, at least thats what Gernot said here (http://www.glbasic.com/forum/index.php?topic=9213.msg82175#msg82175), just try it.
No matter what I put ALPHATESTING to I get the same ugly black squares. I'm just using PNG files with plain pink used as the transparency color. Do I need to switch to using actual alpha channels in all of my sprites and do all that work just to make this version happy?
Im allways uses alpha channel on png, so try that. There was no issues about that in mine game.
A bit off type: snes used 8:7 aspect ratio internal while it's outputted as 4:3. Not all games is aware of that quick, which is why the final picture might look stretched.
If you are not using degrees of alpha(levels of transparencies), then I suspect png+pink to be overkill.
Try BMP+pink and when saving, check that you have rgb888. It should work perfectly.
Well I use pink + png because of filesize. I don't want my game to have 12MB bitmap files in it... it doesn't make much sense to me why some sprites are fine (like map sprites) but weapon icons aren't, which are the exact same kind of file, and loaded as ANIM. I'll just stick to the GLB that works "out of the box," honestly... things like this shouldn't break in an upgrade. I shouldn't have to remake 1000+ sprites.
Using ALPHATESTING in each loop will fix it...
Probably some of your PNGs with pink are also carrying alpha. It is the only thing that comes to my mind why some are ok while others aren´t.
Can you make sure your PNGs are alpha free? What are you using to create them?
I would not say it is a GLB ´feature´ but we all had a share of complications in the past with alpha on different platforms, so I see it as a step forward in creating a standard that is fail proof in the future.
EDIT: could you post one that works and one that dosen´t? maybe I can be of help.
Thank you MrTAToad! I had toss alphatesting into my main screen rendering routine, and it worked! I had to set it to 0 otherwise some objects that had nearly-invisible ALPHAMODE settings wouldn't show up. The black borders appeared with ALPHATESTING 1. Attached is an update to my project built on the new GLB beta if you want to try it. I just finished adding FMOD support for chiptunes in-game! (Windows only atm.)
Kodai no Chikara (Hidden Power) version 0.31b by Darmakwolf
How to play:
* It's a beta - you can't do much.
Use arrow keys to move on the map or through men us
Use X key for accept, Z key for cancel
ENTER key = inventory/start/pause
You can:
equip characters (go to EQUIP in menu. Use left/right to equip other characters.)
use items.
walk around. (No other rooms besides test map atm, i'm working more on core systems than designing atm.)
get into battles. You can kill all the enemies, but they will not fight back, nor can you "win" - simply use the RUN command when they all die. Victory / EXP gain screen is next to be developed!
Note: All music is decoded at run-time and is in module chip-tune form. I could probably have 500 music tracks and keep my game under 20MB :D
edit: pro tip: equip Red Hat and Valmanwei to test being an ultra bad@ss.
Use BACKSPACE key on the map to test switching map sprite characters. :good:
Love the music and retro console feel...
;-) Looking v good!
Quote from: MrPlow on 2013-Oct-22
Love the music and retro console feel...
;-) Looking v good!
Thanks! I've made leaps and bounds more progress since that demo. I've almost finished the event scripting system, which means I am about ready to design the actual game instead of throwing more code at the compiler!