let me share my feedback:
- don't use transparency on blood, because its not translucent.
-For to make it blink in red, I do prefer to use a script over drawmethod on pain animation. this is because you can have some chars which won't enter on the pain animation (nopain) and it will never blink.
instead, use this (save as blink.c):
Code:
void main()
{// Blink effect script
void self = getlocalvar("self"); //Get calling entity.
void Health = getentityproperty(self,"health");
if (Health > 0){
changeentityproperty(self, "colourmap", 2);
changeentityproperty(self, "maptime", 20 + openborvariant("elapsed_time"));
}
}
And set it as a takadamagescript
takedamagescript data/scripts/blink.c
for this to work, you will need to make a new pallete, in red. On the code above, its the THIRD palette (colourmap 2). just change it as you want.
You could play with alpha values all day long, but in the end it all depends on the background that you put the effect against. Every single BG looks different.
yes and this is normal, because the right method (
do not use alpha 6, since it just set the sprite 50% transparent and this is not the right way to do it) uses an overlay to do it. As in mugen, it will be great in darker backgrounds, but not that great into too bright ones