ID:1454727
 
(See the best response by DarkCampainger.)
Code:
target.alpha = x


Problem description:

I realize the solution to my problem here might not actually exist, or might be so difficult or untrivial it's not worth it, but I will go ahead and ask anyway:


How do I apply an alpha to something with any amount of overlays whilst keeping a single solid image? By this I mean, overlays that overlap eachother shouldn't be visible underneath, and the alpha of the overlays shouldn't stack on eachother.

Here's an example of what happens:




And here's how it should display:



Is there a solution to this, or will I have to make a feature request?
Interesting problem. We should definitely have control over if the overlays alpha with the atom vs not.
Best response
The only way currently would be to blend the layers together manually into a separate image, and then apply the alpha to the result. If you're interested in this solution, you could try my GetFlatIcon library, but I'm not sure what kind of network overhead it might incur. It's also intended for a stationary icon, not a moving one.

If you're open to hacks, you could also overlay a duplicate of the ground the player is standing on, and fade that in. However, but that may require the player to remain stationary, and you'd have to fiddle with the layering so other players/mobs don't get the effect.
Try fiddling with the blend_mode of the base object and all the overlays.