Oh dang I forgot. Gif images. How about it?You can save the gif images out to make the background for your character transparent, right? I know this isn't FFU, but it would be a great feature to bump heads with FFU. That way people don't have to eliminate multiple colors for the background. Gif images would already be transparent coming in.
What ?If there is a background for a gif image, it's because it was set like that by the gif creator, and it followed the same process as if you had to make a unique BG colour for a pcx/bmp/whatever file.
GIF and PCX are basically equivalent - there's nothing special about the GIF format that would help you here.It sounds like you're talking about images with anti-aliased edges, on a pink background (that would explain the multiple shades of pink around the black outlines). You shouldn't do this - the edges of your sprites need to be solid, with no anti-aliaising. Make sure the sprites you're using are paletted - don't edit them in 24/32-bit colour in a photo editor or you'll always get this anti-aliasing effect.There's been talk of ShugenDo supporting 32-bit colour images which would solve the problem - as long as the background of the sprite was transparent you'd be free to use anti-aliasing for smooth edges etc and ShugenDo would display it correctly. However I don't know how feasible it will be to support 32-bit sprites for characters (issues with defining multiple palettes etc).
tunglashor said, June 30, 2009, 05:26:08 pmGIF and PCX are basically equivalent - there's nothing special about the GIF format that would help you here.It sounds like you're talking about images with anti-aliased edges, on a pink background (that would explain the multiple shades of pink around the black outlines). You shouldn't do this - the edges of your sprites need to be solid, with no anti-aliaising. Make sure the sprites you're using are paletted - don't edit them in 24/32-bit colour in a photo editor or you'll always get this anti-aliasing effect.There's been talk of ShugenDo supporting 32-bit colour images which would solve the problem - as long as the background of the sprite was transparent you'd be free to use anti-aliasing for smooth edges etc and ShugenDo would display it correctly. However I don't know how feasible it will be to support 32-bit sprites for characters (issues with defining multiple palettes etc).Thanks, that's helpful to know.