Hey guys, just want to let you know something.
Ever notice how when using effect objects, whenever you set them as alpha rendering, whenever you set the alpha value in ObjEffect_SetVertexColor to a lower value, it seams like the RBG colors go down with it?
The truth is, it does! If you set an image in @DrawLoop with half opacity, and the same image using Effect Objects with the same alpha value as the one in @DrawLoop, the object effects seam a bit darker even though the RBG are all 255, don't they?
It seams Danmakufu renders effect objects a little differently than it does in @DrawLoop.
It only took me a few minutes to figure out how to fix this so it doesn't go dark, so here it is.
When drawing the image in effect objects, you'll actually have to make two objects. One in Alpha, and the other in Additive.
The effect object with Additive rendering goes beneath the one with Alpha. Meaning, if you were to put them both on the same ObjEffect_SetLayer, the ADD-rendered one goes in first. This will brighten the layer as much as it's darkened underneath the Alpha-rendered object, leaving the texture itself as bright as it really is, and other textures underneath the two unaffected, without loosing any brightness. Altogether, it makes effect objects look a lot more beautiful. It looks really dull if you use half-transparency using ALPHA rendering and only that one object. The ADD one is kind of needed to stabilize it all. I'll give an example, if someone asks for it. IMPORTANT NOTE: there must be TWO images loaded. Any transparency will come out white in the ADD-rendered object, so the transparent parts must be black. Sometimes black may show when using Alpha rendering, so there must be two images, one transparent for Alpha, and one black-for-tranparent for ADD.
This is a real NEED if you make custom CutIns. You'll like the result.