Re: [Flashcoders] Large Images with Alpha Channel

2012-02-14 Thread Beatrix Krümmer-Frau
Hi Karl, no problem, I have your idea in my head for the next time I need it = will try this (-: Beatrix Am 12.02.2012 23:00, schrieb Karl DeSaulniers: Ooops, Sry Beatrix.. I meant @Ben. (hit reply to the wrong post) But to make the point, you can load a png with your image cut out like

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-14 Thread Paul Andrews
On 11/02/2012 05:43, Ben Sand wrote: I'm working on a game with some large images (up to 4k x 4k) I might look at paging images that size - I guess they're backgrounds of some sort? For the transparency, I'd probably look at creating a shape to act as a mask, then you can create a MC or

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-14 Thread Kevin Newman
I'm not sure why that would be the case - you could put your sprite sheet on the stage and compress it (a 1 frame swf), and then load the swf. The problem as I understood it is the file (download) size, and this would solve that. Once you've loaded the swf, if you need a BitmapData - you

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-14 Thread Ben Sand
On 14 February 2012 21:17, Paul Andrews p...@ipauland.com wrote: On 11/02/2012 05:43, Ben Sand wrote: I'm working on a game with some large images (up to 4k x 4k) I might look at paging images that size - I guess they're backgrounds of some sort? Yes, backgrounds that will be panned and

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-14 Thread Paul Andrews
On 14/02/2012 22:01, Ben Sand wrote: On 14 February 2012 21:17, Paul Andrewsp...@ipauland.com wrote: On 11/02/2012 05:43, Ben Sand wrote: I'm working on a game with some large images (up to 4k x 4k) I might look at paging images that size - I guess they're backgrounds of some sort? Yes,

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-12 Thread Karl DeSaulniers
Hi Beatrix, Can you call a php page while creating your images? You could try creating the transparent PNGs with php. Then load them in your game. I believe it will create a small enough file for you. Just a thought. Best, Karl On Feb 11, 2012, at 6:09 PM, Beatrix Krümmer-Frau wrote: But that

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-12 Thread Ben Sand
Thanks Beatrix, that looks very helpful 2012/2/12 Beatrix Krümmer-Frau birik...@hotmail.de Hi Ben, I am not 100% sure what exactly you wnat to achieve. But why don't you use 2 jpg's with one as a masc where transperency is black. You can generate an alpha channel form this. Check this:

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-12 Thread Beatrix Krümmer-Frau
Thanks Karl (-: thats another great idea - but it wasn't my problem (-: Only a suggestion. Am 12.02.2012 13:03, schrieb Karl DeSaulniers: Hi Beatrix, Can you call a php page while creating your images? You could try creating the transparent PNGs with php. Then load them in your game. I believe

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-12 Thread Beatrix Krümmer-Frau
The other 2 ideas from Karl and John are great too - it depends on your workflow in gernerel which one you might choose Am 12.02.2012 13:06, schrieb Ben Sand: Thanks Beatrix, that looks very helpful 2012/2/12 Beatrix Krümmer-Fraubirik...@hotmail.de Hi Ben, I am not 100% sure what exactly

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-12 Thread Karl DeSaulniers
Ooops, Sry Beatrix.. I meant @Ben. (hit reply to the wrong post) But to make the point, you can load a png with your image cut out like with photoshop. Then take a blank png the size you need the dimensions at, combine the two with PHP imagecreatealpha then insert that in your game

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-11 Thread Beatrix Krümmer-Frau
Hi Ben, I am not 100% sure what exactly you wnat to achieve. But why don't you use 2 jpg's with one as a masc where transperency is black. You can generate an alpha channel form this. Check this: http://www.adobe.com/devnet/flash/articles/optimize_transparent_images.html Greatings ||

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-11 Thread Kevin Newman
If you have access to Flash Pro, you can import a PNG-32 into the library, and use the Flash to apply the JPEG compression. Flash will retain the alpha mask. There may be other programs that can output a jpeg with an alpha channel in a swf format like that, but I can't think of any off the

Re: [Flashcoders] Large Images with Alpha Channel

2012-02-11 Thread Ross Sclafani
Well, you could load them all into flash pro, export a swf and import that at runtime, no? You could even put them all in frames on the main timeline to somewhat automate the sequencing and layout of your walk cycle. Ross P. Sclafani Owner / Creative Director Neuromantic Industries

[Flashcoders] Large Images with Alpha Channel

2012-02-10 Thread Ben Sand
I'm working on a game with some large images (up to 4k x 4k) The pngs with alpha channels come out at 5-10MB each and we need to put a few large ones and many smaller ones in the game. jpeg-xr would do the job, but we are targetting Flash 10 This blog shows how to combine a jpeg with a png