Reply to A Note About Trimming Background Sprites
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Be wary, if you place a background sprite that has been trimmed on any screen that can call a stop_entire_game() function than a wierd thing will happen. Because leveling up calls the stop_entire_game() function this includes any screen that allows you to gain experience.
Here is what happens:
When the game is resumed after stop_entire_game() is called, all the background sprites will be redrawn, but when they are redrawn they forget that they were trimmed and draw the entire sprite instead of just the trimmed area.
Here's a pretty serious example from my own DMOD (it's using a modified menu script that does stop_entire_game):
Before stop_entire_game()
After stop_entire_game()
The solution is to not trim background sprites. Instead use normal (person/creature) sprites but set depth to -100 or so (so they are behind everything else) if you need to trim the sprite.
Edit: Also be sure to set nohit to true, or it won't really function like a background sprite. (background sprites blocking fireballs and such is really bad design anyways).
Here is what happens:
When the game is resumed after stop_entire_game() is called, all the background sprites will be redrawn, but when they are redrawn they forget that they were trimmed and draw the entire sprite instead of just the trimmed area.
Here's a pretty serious example from my own DMOD (it's using a modified menu script that does stop_entire_game):
Before stop_entire_game()
After stop_entire_game()
The solution is to not trim background sprites. Instead use normal (person/creature) sprites but set depth to -100 or so (so they are behind everything else) if you need to trim the sprite.
Edit: Also be sure to set nohit to true, or it won't really function like a background sprite. (background sprites blocking fireballs and such is really bad design anyways).