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Gif images. Gife Images. Gif images (Read 5968 times)

Started by MagnetoPro, June 30, 2009, 04:58:58 pm
Gif images. Gife Images. Gif images
#1  June 30, 2009, 04:58:58 pm
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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.
Last Edit: June 30, 2009, 05:23:30 pm by MagnetoPro
Re: Gif images. Gife Images. Gif images
#2  June 30, 2009, 05:08:46 pm
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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.
Re: Gif images. Gife Images. Gif images
#3  June 30, 2009, 05:26:08 pm
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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).
Re: Gif images. Gife Images. Gif images
#4  June 30, 2009, 05:51:49 pm
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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).

Thanks, that's helpful to know.