Hi list, This issue has been bored to death here, but I just had to get a second opinion.
We're doing a strategy game of the likes of Ceasar. Instead of an isometric view, we have two orthogonal views to show which cell is player is in currently. In our present version, I used imaging lingo to draw the cells, but found that the whole thing comes to a grinding halt after a few minutes. The scene is divided into a 9 x 9 grid of cells. Cells which have certain properties, such has being selected or containing some object are drawn onto a bitmap member. The member is cast onto the stage using sprite puppets. The code is not optimised at all at this moment, but before I plunge into cleaning things up, I'd like to know if imaging really is faster than sprites. I have a lot of interactivity happening on the floor plan. And since there is no tangible sprite for each cell, a lot of computation has to go to find out which cell is clicked and its properties. Using sprites for the cells would ease things up considerably as far as programming goes, but I'm not sure if I want to use so many sprites. But if it's really going to help, then I don't mind going for sprites. Pranav Negandhi Software Engineering Learnet India Limited, Mumbai. Phone: 91-22-859 8042 Ext: 316 http://www.learnetindia.com [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
