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Implement alpha when drawing sprites #6
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Actually I did get it working using this exact method. Guess it might be something you could add to the main branch as it does work to allow alpha values for drawn sprites. While I'm here though, a huge thank your for putting this project out for others to use, it does a really good job once implemented. I also added these functions which maybe others can use :
For these to work just like image_index does, I've changed the project timing, where as you had animations between 0 and 1 for aTime, incremented by aSpeed of 0.01, I wanted it to correspond to the frames in the animations. So I use anim_time which is incremented per step by anim_speed, which is 1000/60 so 16.667. These three functions can then be used to do checks such as see what animation frame we are on, or if the animation has ended using the same frame numbers as Spriter shows. Thanks again, if you need more info on these additions, let me know.
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Was wondering if you could implement a way to pass an alpha value to disarm_mesh_add_armature(). I added it as an argument to pass _alpha in and then modified this line of the function as such :
var alpha = slot.alpha * _alpha;
All this does is darken the sprite a little though. So is there anyway to change the alpha of the drawn sprite?
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