To what end?
How many images are you expecting to need to hide?
Do you need to show those same images again? (that is, is it a "temporary" hide - like hiding the UI?)
You've already mentioned
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which would be my normal answer.
Going to take a stab in the dark, and assume you're talking about sprites - in which case the answer might be
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.
When image names are separated by spaces, the part of the name before the first space is known as the image tag. All the ones after that are the image attributes. This can be done by either naming the filenames with spaces in the first place or using
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statements.
The short version is that only one image with a unique tag can appear on screen at a time.
So if you had three files:
mary night jeans.png
mary day joggers.png
mary evening dress.png
In this example, the image tag is
mary. All newly used mary images will replace older ones.
So code:
Python:
scene black with fade
show mary day joggers with dissolve
"first outfit"
show mary evening dress with dissolve
"second outfit"
The image of Mary wearing a dress will replace the first image, rather than stacking up on top of the first.
Now, none of this is hiding all images. So may not be what you are looking for. But it is a good way of not needing to worry about what was previously on screen when showing a new image - as long as that new image is a direct replacement for the old one.
In old school games, before
scene became more commonplace, it was usual to name the background images as things like
bg scene01_img01. Where
bg was nice organised way of constantly changing the background image without leaving old images hidden behind newer images and without the UI disappearing and reappearing like you get with
scene. Which was fine until some inexperienced devs, not realizing the significance of the space in the filename (or
image statement) started removing the spaces. Then suddenly you've got games with literal hundreds of background images being active at the same time.