I have two separate active objects which both behave the same way. You collide with one, it expands while an animation plays, then it destroys.
I have both of these active objects set to fade out when they're destroyed. The first active does this perfectly. The other Active object I tried this with does it, but when it starts to fade out, the transparent area around it turns white. Both are set up the same way, as far as I can see... ie both are set to "background" under the fade options.
Look at the event structure for the bonus displays. They appear, then vanish. I use the Compatibility Effects event, or something like that. I'm not at my typical computer at the moment or I could explicitly explain it.
Thanks smr, this will be useful to look at for fading moving objects! I'm actually doing this in the most basic way, my event is set up like this:
Player collides with Active
-Destroy Active
Simple as that. I went into the Active objects properties and told it to fade in/out from there. It works as I would expect it to. But then I have an other object with the same event and method of fading, but the transparant area is filled with white.
This one works:
This one doesn't:
Apologies for the bad screenshots, I hope it shows you what I mean though. It's like there's an issue with the alpha channels or something. I've checked the alpha channels for both objects, but neither of them have them.
Edit: Okay, I noticed that the coin fades in fine, but doesn't fade out correctly. I checked the last frame in it's animation and it does actually have alpha data stored. I tried deleting it, and can't see any white area in the graphic, yet it still turns the transparent area to white when fading out. (This doesn't happen when simply viewing that frame of it's animation when it loops through them)
I believe I must have saved a faint white layer over the graphic when exporting from Photoshop. Must I go and re-export from Photoshop? It doesn't look like MMF wants to erase this data for me. (Assuming this is the problem)
There is a way to do it from the animation editor. There should be a radio button somewhere that let's you change from having an alpha channel to regular transparency.
You should be doing this for all the graphics that don't use alpha channels anyway since they take more graphics memory and sometimes lead to slow downs, esp with the Android runtime.
Thanks UrbanMonk, I've been trying this a few times, trying the various alpha "colours" and switching back to the standard mode, removing the alpha channels, but still the same problem! I really don't know why/how MMF is holding onto this data. Looks like I'm going to have to get back to my Photoshop machine and re-export the graphic.