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Dopesheet - Colour Multiply's "white" value does not actually make sprites white, it just uses the sprite's "original data" #1323

Open iampremo opened 1 year ago

iampremo commented 1 year ago

GM-982

Colour Multiply's "white" value does not actually make sprites white, it just uses the sprite's "original data".

White (and black) are most likely going to be used/wanted to be used a lot to give light or dark tints. Right now we can't do something like a sprite gaining a highlight as it moves closer to a light source, as "White" in our dialogue box only gives 100% asset opacity using the original colours from the sprite itself.

E.g. if you set the colour to white you currently get the result indicated with the red arrows, not the result indicated with green arrows:

!image-2020-02-10-11-41-53-214.png!

You would currently need to make a second sprite, either pure white or pure black, and then mask this per the original sprite and change its alpha accordingly - which is what you have had to do in GM all the way up to 2.2.5, but feels like something the Sequence editor should change in order to better support animations.

ParodyKnaveBob commented 10 months ago

Isn't that just standard blend mode stuff, though? (GM's image_blend even "mixes" with white to result in original colors.) It sounds like you want an additive blend option in sequence editing.