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dynamic sprite creation and imaging lingo

dynamic sprite creation and imaging lingo

2003-11-29       - By Mark R. Jonkman

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Hi Rasmus

I tend to avoid puppetsprite but heavily use the "blank" placeholder method.
I think that both methods have their benefits and drawbacks. Both methods
require utilization of some form of sprite managment techniques. I would
never consider ruling one out over the other, but my understanding has
always been that the puppetsprite technique has/had several bugs that could
affect behavior in some cases. I've never had a problem with the blank
placeholder technique and therefore tend to stick with what works for me. It
would definitely be interesting to see a poll of who uses what method and
why.

Sincerely
Mark R. Jonkman



> -- --Original Message-- --
> From: dirgames-l-bounces@(protected)
> [mailto:dirgames-l-bounces@(protected)]On Behalf Of Rasmus
> Keldorff (XP)
> Sent: Saturday, November 29, 2003 2:37 PM
> To: Director - Shockwave - and Flash Game Production
> Subject: Re: [dirGames-L] dynamic sprite creation and imaging lingo
>
>
> >     As for the arguments for or against dynamic sprites, I browsed the
> thread
> > you referred to and I think the case was stated clearly.  Going to the
> trouble
> > of creating a 'sprite manager' really only becomes useful if
> you have very
> large
> > numbers of sprites to deal with, such as in a tile based engine, or in a
> very
> > large game level with lots of stuff going on.  In my opinion,
> for the vast
> > majority of small games and average multimedia projects it's probably
> overkill.
>
> Director should have a dynamic sprite allocator, or we should
> come up with a
> universal one that everyone can use. IMHO it's a much better way
> to program;
> my sprite allocator keeps track of various 'layers' for me
> (chunks of sprite
> channels), unpuppets sprites that are no longer needed, and lets
> me setup /
> clear puppet data for any given channel. I have never experienced any bugs
> with puppetsprites... except if you try to mix a puppeted sprite with
> features intended for 'normal' sprites. The only problem I've ever had is
> how to reliably unpuppet a channel from Lingo.
>
> >    I could go on to say that putting any effort at all into trying to
> 'defeat'
> > the score with a buggy, undocumented and explicitly unsupported
> feature is
> > counterproductive, especially if your only justification is to achieve
> some sort
> > of mythical 'pure code' environment.  However, since that will probably
> only
> > antagonize the 'purists', I won't go into that.
>
> Actually, it would be kind of interesting to see a poll on who actually
> relies on puppet sprites for their projects... ... sorry, I am still a bit
> speechless after reading that you think this technique should be avoided
> altogether... I couldn't have done *any* of my projects without puppet
> sprites; it informs my whole way of thinking about Director. But then that
> thinking is obviously 'wrong', hee hee... :-p
>
> /Rasmus
>
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