>>Does the bitmap member need to be a certain bit-depth for lingo
 >>sprite colouring to work correctly?

Cole Tierney wrote:

 >Yes. If you're coloring the sprite, the bitdepth needs to be 1. You
 >can also use mask ink with a greyscale alpha image in the next
 >castlib slot.

A bitdepth of 1 - who would have thought? I've always considered 1-bit colour-depth to 
be only black and white.
Thanks for that helpful tidbit of information.


Natalia Tjelum wrote:

 >You're going to be
 >happier with RGB for 16-bit and above, and always use Web216 if
 >you're constraining to 8 bit.

Ok, RGB is it. Thanks.

 >Setting the color on a sprite that has more than 1 bit color depthj
 >gives you a color wash or colorization, which is what you are seeing,
 >rather than filling it with a solid version of that color.

 >In order for color setting of this type to work predictably, your
 >sprite's bitmap member must be at 1-bit color depth.

Yes, the colours are now more random. How odd.
Thanks again.


Drekinn

"It's not a bug, it's a random feature."

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