First, a heads up to anyone using looping movies as dialogue pics: if anything but background tiles are beneath your dialogue movie, it will cause the movie to flicker and blink. A workaround, which anyone using prerendered cutscenes may also find useful:
Reserve a corner of every map to be filled with black background tiles. Launch an invisible animated stamp to lock the camera on this area every time an event in the map uses a movie. This protects dialogue movies, and keeps you from having to load a new area every time you want to run a cutscene movie with a pretty black background.
Second, has this been covered:
While testing the game, the transparent parts of png graphics in the background flicker and shift between their set transparency level and opacity as the player moves around the area.
Does anybody know what causes this? These are 8 bit pngs with varying levels of transparency from 0 to 100.
thanks,
myshkyn
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"I'll give the fans just what they want, and nothing else at all."