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Another MegaMan Zero help thread: Z Emblem fade effect (Read 56 times)

Started by RedDragonCats17, December 09, 2018, 01:52:52 am
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Another MegaMan Zero help thread: Z Emblem fade effect
#1  December 09, 2018, 01:52:52 am
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Okay, so I'm having a little bit of a problem with a thing I've added to Omega Zero's Ranbu attack.

Y'see, I'm making a explod for the rising slash at the end of the attack, and I wanted it to be transparent and fade out. I did the fade effect using the code that N64Mario provided to a member a long time ago, as you can see:

Code:
; Z Emblem
[Begin Action 7000]
7000,0, 0,0, 1
7000,0, 0,0, 1, , AS256D20
7000,0, 0,0, 1, , AS256D40
7000,0, 0,0, 1, , AS256D60
7000,0, 0,0, 1, , AS256D80
7000,0, 0,0, 1, , AS256D100
7000,0, 0,0, 1, , AS256D120
7000,0, 0,0, 1, , AS256D140
7000,0, 0,0, 1, , AS256D150
7000,0, 0,0, 1, , AS256D160
7000,0, 0,0, 1, , AS256D200
7000,0, 0,0, 1, , AS256D220
7000,0, 0,0, 1, , AS256D240
7000,0, 0,0, 1, , AS0D256

And I inserted it into the explod:

Code:
[State 0, Explod]
type = Explod
triggerall = movecontact
trigger1 = time = 1
anim = 7000
ID = 7000
pos = 0,0
removetime = -1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
scale = 1,1
sprpriority = 5
ontop = 1

Now when I used trans = add on the explod, the fade effect from the .air isn't even used, but when I use trans = add1, the fade effect is used, but the sprite is pitch black.

What the hell is happening? Why won't the sprite fade away with all of it's colors when I want it to?

(Here's the sprite I'm using, btw)