1: When I import my BMP in and make them sprites for a foreground entity, they are still square and the black pixels around the object are visible. How do I:
A - Make some area of the sprite transparent?
B - Make sure that only the visible area of the sprite is transparent?
You must choose some color to be transparent. Black color isn't a good choice. By default the transparent color is pink, RGB(255, 0, 255), but you can choose any color you want in the SpriteEdit tool.
2: How would i incorporate an "idle" animation for the main character? So they might check their pockets or look up at the sky randomly when waiting for you to do something?
The idle animation is not directly supported by the engine, but you can implement it easily using a script similar to this:
#include "scripts\base.inc"
var IsIdle = false;
var IdleStartTime = 0;
while(true) // endless loop
{
if(actor.Ready) // is the actor doing something?
{
if(!IsIdle)
{
// actor enters idle state
IsIdle = true;
IdleStartTime = Game.CurrentTime;
}
else if(Game.CurrentTime - IdleStartTime > 5000) // is the actor idle for 5 seconds?
{
IdleStartTime = Game.CurrentTime;
actor.TurnTo(DI_DOWN);
actor.Talk("Do something! I'm bored!");
}
}
else IsIdle = false; // actor is busy; set IsIdle to false
Sleep(100); // wait for 100 milliseconds
}
If you attach this script to your actor, he will say "I'm bored" every 5 seconds. Of course you can modify the script to play an animation of something.
3: How robust is the sound engine? How many channels at once?
How do I trigger a song to play when a room is entered?
No known limit on simultaneous sound channels.
Every scene has a "scene_init.script" file attached. All you need to do is to add a following line to the script:
Game.PlayMusic("music\MyMusic.ogg");
You can use either an OGG or a WAV file for the music.