Quote: " Use PNG images with transparency (the alpha channel). Then you can use the full range of colours and have transparency."
I think that the effect that you are referring to is what I call "translucency", wherein an image is sort of "ghosted" on top of background images.
What I'm referring to is simply the pixels that are part of the full rectangular image, but don't appear when the image is drawn to screen.
For instance, say that I wanted to make a sprite ball that was 60 pixels in diameter. I would need to produce it with a rectangular bitmap file (or some such...I probably wouldn't use png...at least not initially) that was 60 pixels by 60 pixels. Those pixels in the 60x60 image that are not part of the ball are the ones that I would refer to as "transparent".
I think I may have found a partial answer, at least. In the book by Harbour, I think he's saying that the transparent pixels need to be set to (0,0,0), or black.
I'll presume that's the case. If so, suppose I want to use black elsewhere in the sprite, but want it to render as BLACK, rather than as a transparent pixel.
What should I do? Should I give those pixels a color that are "near" black, such as (1,1,1)?
Thanks!
---Tom Nally, New Orleans