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Thread: Animated Objects vs Active Pictures (Bloat?)

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    Animated Objects vs Active Pictures (Bloat?)

    Hi, I've finaly worked out my spaceship engine and am getting ready to make my game out of it.

    But before I do, I thought of something I should know.

    I'll be using alot of graphics, I'm thinking around 2000+ different graphics for items, and ships. And am wondering about bloat. would that many (or how many) active objects slow down the program? either in loading or running?

    and if so should I go to active picture? and if so, would those slow down the program at all?

    also, is there an FAQ for the hardware accelleration? I have some questions and don't want to bother people if they've been asked before.

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    Re: Animated Objects vs Active Pictures (Bloat?)

    Yes it will be getting a bit slow. Try waiting for Hardware Acceleration to come out.

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    Re: Animated Objects vs Active Pictures (Bloat?)

    Thanks, but just to clarify the 2000+ objects wont be shown at the same time, just there will exist 2000+ objects.

    Would this make it slow?

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    Re: Animated Objects vs Active Pictures (Bloat?)

    I don't think so, if most of they are destroyed and created back when needed. Depends how many you use at once.

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on
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    Re: Animated Objects vs Active Pictures (Bloat?)

    I'm pretty sure that you can't have that many different objects in one frame.

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    Re: Animated Objects vs Active Pictures (Bloat?)

    You will need to use different animations for the objects. Use one object for "items" or something. Don't make every item a different object!

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    Re: Animated Objects vs Active Pictures (Bloat?)

    that would stop slowdown? cool.

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