Alpha can handle 256 levels of transparency, like rgb, hence 32bit argb.
When a DXT3 is saved with Alpha and then loaded as Mask in Blitz, the countours will be interpolated, as I said before.
For the peak thing I'd suggest to use a decreasing gravity variable, something like this:
jump#=2.0
while game
y#=y+jump
jump=jump-.1
if jump<-2 then jump=2
...
When a DXT3 is saved with Alpha and then loaded as Mask in Blitz, the countours will be interpolated, as I said before.
For the peak thing I'd suggest to use a decreasing gravity variable, something like this:
jump#=2.0
while game
y#=y+jump
jump=jump-.1
if jump<-2 then jump=2
...