I just wrote up a quick demo using the getImage() command and the black parts weren't saved (i.e transparent). Try this out:
// resolution
setVirtualResolution(getDeviceWidth(), getDeviceHeight())
// set the clearScreen color to black
setClearColor(0,0,0)
// set the sync rate
SetSyncRate(60,1)
sync()
setFolder("")
setFolder("media")
// create a sprite to make an image from
spr = createSprite(0)
setSpriteSize(spr, 100,100)
setSpriteOffset(spr,50,50)
setSpritePositionByOffset(spr,100,100)
setSpriteAngle(spr, 45) // set the angle to 45 - means we must get some of the background when grabbing the image
setSpriteColor(spr,0,0,255,255) // set the sprite colour to blue
render() // render the sceen
// get the image of our first sprite
img = getImage(0,0,400,400)
saveImage(img, "Image.jpg")
// create a sprite from that image
spr2 = createSprite(img)
setSpritePosition(spr2,0,0) // position the Second sprite to the top left of the screen
// set the background clear color to green
setClearColor(0,120,0)
ClearScreen() // clear the screen
// reposition and recolour the first sprite to red
setSpriteColor(spr,255,0,0,255)
setSpritePosition(spr,50,0)
do
sync()
loop
Note: this will
save the grabbed image file in folder AppGameKit creates automatically in "Documents" so you can compare it to what's on the screen.