What is so unique about the chips? If they're separate then yes, you would
use a separate object for each chip. If your question is how to manage them
efficiently, you could create your chips as buttons and set their icon
properties to the appropriate source chip image stored in your stack. This
way you can have a thousand chips (buttons) with virtually no additional
overhead since all the chips are only pointers original chip art.
Regards,
Scott Rossi
Scott,
That's actually what I normally do for graphics, I'm good at that.
But to have thousands of additional btn objects would surely create
significant overhead? Anything more than a few K is bad.
It's crucial to keep it from getting any bigger, because people will
download the smaller competitors first. And only if they are unhappy
will they finally download mine. Most C-based games of this type are
less than 1 MB stuffed.
I did a bit of research not long ago at various download sites.
Comparing my download rates with some of the competition. Even
though my game had better screenshots, a better description, equal or
better options, and an equal rating, it got less downloads. The only
explanation was size.
I tried my darndest to get the whole kaboodle to be less than 1 MB
stuffed, but even with compressing all the graphics and whittling
away at various things, it's 3.5 MB stuffed.
I had hoped for a solution that didn't involve thousands of
additional objects :-(
Shari
--
Mac and Windows shareware games
http://www.gypsyware.com
_______________________________________________
metacard mailing list
[email protected]
http://lists.runrev.com/mailman/listinfo/metacard