Way back in 2010, I added a command called alphamask to the engine that enabled sprites to have fully custom alpha values for each pixel. It didn't really have an immediate uptake. The feature was never especially well known, and the requirements for making them were a bit scary: the fully transparent pixels in the alpha mask had to match exactly with the transparent pixels in the original sprite.
Recently, I've been thinking about and working with alpha masks a lot more than usual, improving their support in the engine and developing PalApply v2 which can create alpha masks. So I'm curious about how many OpenBOR games in the last 9 years have used alpha masks. I remember at least one game using them ages ago, so the number isn't zero, but are there more? Have any of you used them or tried to use them in a game before? I'd like to hear about it!
Recently, I've been thinking about and working with alpha masks a lot more than usual, improving their support in the engine and developing PalApply v2 which can create alpha masks. So I'm curious about how many OpenBOR games in the last 9 years have used alpha masks. I remember at least one game using them ages ago, so the number isn't zero, but are there more? Have any of you used them or tried to use them in a game before? I'd like to hear about it!