yeah... this isn't the right forum.. but All TGC products seem to have handled RGB as intuitively as possible for people who both "get" alpha and those who don't.
Example.. transparency commands SEEM to in my experience... just "draw" to the alpha channel.. in this colorkey example.. based on the colors in the RGB part (the key).
I think this because of something I learned while making my DarkGDK GUI... I started using sprites heavily and found I can get transparency two ways.. but I've yet to confirm if they are mutually exclusive... but I suspect they are. Why?
Sprites can have transparency turned on or off right?
Well.. I have sprites WITHOUT transparency.. but I devise my "images" in a memblock.. writing at will to all four channels R,G,B,A... and I found when I write to the alpha channel directly... a sprite without transparency can be transparent! LOL.. in fact, I have per pixel control doing this. I imaging loading a PNG with alpha would do the same thing.. but I don't know the inner workings.. it might show.. depends when and how the color thing is applied internally by TGC... when transparency is on.
It wouldn't surprise me if a loaded pong had tranperncy and turning the sprite trans on, actually "undid" the transparency and replaced it with the colorkey version of what is supposed to be transparent.. dunno... I basically thinnk you have more control writing directly to the alpha channel in a membloc for fancy stuff.. you can control transparency beyond a "hole" ... you can fine tune per pixel. I like that.
See ya in the DarkGDK forum