Re: Active object vs Active picture
active picture is sometimes better for external images since its loading action isn't as "bloated" (less dialogs) than active objects' load frame
they might also take up less memory since they don't have to store an image bank like the AOs do, though duplicate AOs seem to share the same bank so a lot duplicate AOs might take up less memory than a lot of APs displaying the same image... not sure
AP supports clipping an image when pasting it as a background (would be nice if an image could also be clipped when loaded), and supports other things such as wrapping, and a movable hotspot during runtime. it also has image flipping (unfortunately only toggle-able, no way to force a flip)
in fact, the thing that really keeps active picture from being a really useful object is the fact that it doesn't support fine collisions, which is weird, because the normal picture object does
Re: Active object vs Active picture
Thanks for the responses.
I'm concerned with the file size of my game.
Most of my images are used once in a frame. Other images however, are used in many different frames. If the same image is used over and over again, what is my best choice?
Re: Active object vs Active picture
MMF 1.5 only stores 1 pack of images for every object that uses the exact same, so if you have 400 objects with the exact same images on different frames, it will not take up any more space for the GFX than only 1 object, would imagine that MMF2 has the same feature and proably better compression
Re: Active object vs Active picture
What is GFX?
Also, I don't think loading speeds are not as critical an issue for my game as file size. So I'm looking to do what I can to minimize the file size.
Re: Active object vs Active picture
GFX is an abbreviation for graphics.