Danukem, on 02 December 2022 - 01:35 PM, said:
I think VGames is not using any cstat transparency. I'm pretty sure in his project the transparency on the projectile sprite comes entirely from the alpha on the image itself. Whereas in your screen you have applied cstat 2 to it. So I think that may be relevant.
That was maybe a bad screenshot to use, but I tried every permutation I could think of for sprites with alphas, 32bit PNGs, cstat translucence, regular transparent sprites (like the fence), and even parallax skies like in their screenshot.
VGames, on 02 December 2022 - 02:20 PM, said:
@hendricks
When I make the plasma cannon projectiles use the green shrinker projectile sprites the issue goes away. And when I make the shrinker projectile use the purple plasma projectile sprites the issue also goes away.
But when I make the plasma cannon use the purple plasma sprites the issue returns.
There must be something going on with the projectile code
Now that is really interesting. I assume the green shrinker sprite is also a 32bit PNG? Try this: In code, make the plasma shoot the shrinker sprite, but in your DEF, swap around the tile definitions (so the green sprite is now loading the purple orb). The plasma should now shoot the "green sprite" which is actually the purple sprite.
Beyond that, I'd start having the projectiles log their values for .alpha and .blend and even .cstat . I don't know what other properties could affect rendering, not that there's a flag that clears transparency or anything like that.