And if I authorize the game to compress the sprite files in the General Settings, will the quality be a lot less in quality ? Or is it not so a huge difference that it is worthy to chose that ?
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Show posts MenuQuote64-bit file size, which is something like 18 446 744 073 709 551 616 bytes, should be enough for a while.
QuoteBut you do not have to use labels if they do not look good, in this case you could try having one background sprite and smaller sprites with text on them, for example.
QuoteBefore AGS 3.5.0 the limit of ascprset.spr is roughly 2 GB. Since AGS 3.5.0 you can have much more.
QuoteThat was a workaround that could solve the issue of sprite file being too big before AGS 3.5.0.
Also, this may be used as a way to provide downloadable update.
But in general, extra files on disk are also part of game files, so total size is still the same, is not it?
Button *garage[10];
Button *salon[10];
function Objectifs(int obj, Button *type)
{
int control;
if (obj==1) control=32;
if (obj==2) control=45;
type[obj]=gAffichageexpedition.Controls[control].Asbutton;
}
function Button1_Onclick
{
if (garage[1]==this) Garage(1, 25); // assuming there is a function "Garage" that does something in the case this button is a "garage"
if (salon[1]==this) Salon(1, 56); // the same if this button is a "salon"
}
// this code is in room1 script
room before fadein
{
aValses.Play();
}
zombies1=Random(11);
zombies2=Random(11);
zombies3=Random(11);
zombies4=Random(11);
zombies5=Random(11);
zombies6=Random(11);
zombies7=Random(11);
zombies8=Random(11);
zombies9=Random(11);
zombies10=Random(11);
if (zombies1 < 3)
{
Pionzombie1.SetPosition(346, 336);
Pionzombie1.Visible=true;
}
else zombies1=15; // the LINE of the HELL
if (zombies2 < 3)
{
Pionzombie2.SetPosition(464, 336);
Pionzombie2.Visible=true;
}
else zombies2=15; // again the LINE of the HELL
// etc until zombies10 and Pionzombie10...
int zombies1=0
zombies1=15
//a lot of script that doesn't link with the problem
zombies1=Random(11);
if (zombies1 > 30) Pionzombie1.Visible = !Pionzombie1.Visible;
if (Pionzombie9.Visible==true && zombies9 < 12) Pionzombie9.Visible=false;
else if (Pionzombie9.Visible==false && zombies9 < 12) Pionzombie9.Visible=true;
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