Well transparency can be controlled by ags self, when using it for objects or characters.
Code: ags
If this is set to 100, it means that the object is totally invisible, and lower values represent varying levels of transparency. Set this to 0 to stop the object being transparent.
Or for characters:
Code: ags
This is specified as a percentage, from 0 to 100. 100 means fully transparent (ie. invisible), and 0 is totally opaque (fully visible). Numbers in between represent varying levels of transparency. (from da manual)
But about the png format I don't know I've tried it a few days ago, but it came out normal just like a non transparrtent sprite.
int Object.Transparency //Gets sets the object's transparency level
If this is set to 100, it means that the object is totally invisible, and lower values represent varying levels of transparency. Set this to 0 to stop the object being transparent.
Or for characters:
int Character.Transparency //Gets sets the character's transparency
This is specified as a percentage, from 0 to 100. 100 means fully transparent (ie. invisible), and 0 is totally opaque (fully visible). Numbers in between represent varying levels of transparency. (from da manual)
But about the png format I don't know I've tried it a few days ago, but it came out normal just like a non transparrtent sprite.