  | |  | dynamic sprite creation and imaging lingo | dynamic sprite creation and imaging lingo 2003-11-29 - By Mark R. Jonkman
Back 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 > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > dirGames-L mailing list - dirGames-L@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames-l >
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