I'm currently trying your code. I don't get this fully, do I have to click the rockets somehow?
You should have say the user has to type in "FireWorks" in the prompt on startup.
I see dark borders on the "stage" messages that are using the mask flag. Or are those masked 2D images? Anyway, in the 3rd level I get an Error, entity does not exist in Function Reload_Back():
Case 3
...
MoveENtity back,0,20,-18 ; <<<<<<<<<<<< this fails
Anyhow, I can't get to the screen with the red and the blue spheres for some reason. So how should I test this? EDIT ok, I was blind, got to tye "Water" instead of "FireWorks".
I take it you want the spheres to be masked (round shape), but fully opaque in the inner part, right?
Since you loaded the texture with flag 4, (the OptimizeALphaChannel function does fix the black border problem, but not the transparency problem), I have only one conclusion: the Mesh (quad) that is used by the particle engine must be blended in additional mode, instead of default alpha. I'll check this right now...
You should have say the user has to type in "FireWorks" in the prompt on startup.
I see dark borders on the "stage" messages that are using the mask flag. Or are those masked 2D images? Anyway, in the 3rd level I get an Error, entity does not exist in Function Reload_Back():
Case 3
...
MoveENtity back,0,20,-18 ; <<<<<<<<<<<< this fails
Anyhow, I can't get to the screen with the red and the blue spheres for some reason. So how should I test this? EDIT ok, I was blind, got to tye "Water" instead of "FireWorks".
I take it you want the spheres to be masked (round shape), but fully opaque in the inner part, right?
Since you loaded the texture with flag 4, (the OptimizeALphaChannel function does fix the black border problem, but not the transparency problem), I have only one conclusion: the Mesh (quad) that is used by the particle engine must be blended in additional mode, instead of default alpha. I'll check this right now...