  | |  | dynamic sprite creation and imaging lingo | dynamic sprite creation and imaging lingo 2003-11-29 - By Jerry McManus
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Thanks for clearing that up, Mark. I was referring specifically to the puppetsprite method as the one to avoid, for the reasons you stated. I myself have also used the palceholder method and would venture to say it's unavoidable in one frame movies that have many different screen states, which would otherwise require a very large number of sprites to compose. Unless, of course, you use IL.
Cheers, Jerry
-- -- Original Message -- -- From: "Mark R. Jonkman" <mjonkman@(protected)> To: "Director - Shockwave - and Flash Game Production" <dirgames-l@(protected)> Sent: Saturday, November 29, 2003 1:06 PM Subject: RE: [dirGames-L] dynamic sprite creation and imaging lingo
> 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 >
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