The Dragon Engine, an engine similar to Ultima 4/5, has
1-bit transparency. You can download it here:
http://reconstruction.voyd.net/index.php?page=project&type=engines
One way of adding this feature to xu4 would be to make
the black pixels of non-ground tiles fully transparent.
However, since some monsters (e.g. Gazers in the VGA
upgrade) contain black pixels, a better solution would
be to create a transparency mask for each tile (1 bit
per pixel).
There'd have to be two sets of transparency masks: one
for the original CGA graphics and one for the VGA upgrade.
Logged In: NO
Would the monsters look very good with the background
transparent? I mean they're meant to be viewed on a black
background and might look kind of kruddy against a forest tile
Logged In: YES
user_id=806507
That would definately work -- really the only problem with
implementing that right now is that the design of xu4 only
really counts on displaying 1 tile per spot. So, displaying the
avatar on top of, say, a treasure chest would require altering
the main graphics engine so as to allow as many objects as
you want, and then sort them, etc. Not a HUGE change, but
a substantial one nonetheless. I would enjoy this feature as
well, but it will probably need to wait for other things.
Bummer, too, I wanted to implement that soon. ;)
Logged In: YES
user_id=292034
> I mean they're meant to be viewed on a black
> background
I don't know if this would look good, but you could leave a
black outline (1 pixel thick) around each monsters when
creating the transparency masks.
This was implemented sometime before the 1.0beta4 release.