Comments (3)
aha, my mistake. yeah this is a bug then and I'll get it fixed
from flex2.
yeah this is intentional. using pixel 0 works well for a spritesheet because it usually contains multiple sprites and that pixel will not be in range of sprites to affect them.
with a single sprite that pixel is part of the sprite - there are usecases that cause issues (like importing an image of a single colour and have the tiles be that colour, rather than transparency)
it would still be nice to allow users to have this transparency detection too though, so, I'll try and have a configuration option for it in the next version
from flex2.
Note that VAdaPEGA mentioned "index 0 of the palette", not pixel 0. I would assume that he is importing a palleted image using the same palette that is used in-game.
from flex2.
Related Issues (20)
- Mappings dont works with S1 Github disasm HOT 1
- Could not find 'scripts' directory error in macOS release HOT 4
- Ability to delete tiles HOT 1
- Flex2's image importing remembers images too well HOT 4
- Where do I load the ROM file? HOT 3
- Configurable paths HOT 2
- Uneven scaling of sprites HOT 2
- Multiple art files for object
- Add ability to add global palette offset for objects HOT 1
- Add ability to cycle through sprite pieces HOT 2
- Keep getting "Error: Can only save art at offset 0" despite it being set on 0 HOT 3
- Onion skin function HOT 1
- Mappings appear to occasionally corrupt when opening Sonic CD format graphics HOT 2
- Sprite strip has wrong zoom HOT 2
- Sonic 3&K's object DPLC is buggy if the first sprite is blank HOT 2
- Remappable Keys
- Option for DPLCs beyond 16 tiles HOT 3
- Custom Mapping Format - Support for Macros? HOT 2
- Please update Electron version for better Wayland support HOT 4
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from flex2.