Re: speed of standard verses hwa beta
I mean that if you made an active object that is 640x480 pixels large, and the game has 16 million colors per pixel (2^24), then the game would need
640 * 480 * 24 bits = 0.88 megabytes
just for that one animation frame of one object.
MMF2 employs compression for its images, meaning that simpler ones will take up less room- a giant red square of all the same color will take up virtually nothing when compressed. However, a photo that you put in your game might take up a huge amount of space. And NO compression scheme has a 100% chance to compress data anyway, as an 'uncompressable' file exists for all compression methods anyway. But thats besides the point
Re: speed of standard verses hwa beta
thanks again for all your help