Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - mbnoland

#21
Sprite cache is just set on 100 MB but unfortunately this does not solve the problem...
I'll try with the first solution proposed by Crimson Wizard, using dynamic sprites stored on game directory as BMP.
In this regard I would like to ask your advice: I'm using about 600 images to create some short end-chapter videos; until now I was using normal sprites in combination with a GUI, passing about 15 images per second on the screen via combining the function "If... Timer Expired (3)" under the function "Repeatedly Execute", updating from time to time the GUI backgroung graphic with the next sprite (GUI.backgroundgraphic = GUI.backgroundgraphic+1).
Now I stored the 600 images as BMP under the game directory renaming these 1001, 1002, 1003 etc... but... how can I recall these one with the function "DynamicSprite.CreateFromFile(string filename.bmp)"? I dont't think I can use a variable within the "(string filename)"...
I apologize for the question probably trivial but I'm not very familiar with Dynamic Sprite! Thanks again!
#22
After having successfully imported the new sprites they are replaced by a blue cup when I save the project or run the play test.
This happens only for the sprites exceeded 2,650.
I tried to import 10 new sprites and then delete 5 of those already present (before the 2650); as a result I got that 5 of the ten new sprites were imported correctly saved, while the other 5 have been replaced by the blue cup.
I also noticed that if the compression function of the sprites is set on "TRUE" all sprites are properly saved, while setting the function on "FALSE" the problem occurs.
It is therefore possible that there is a limit of other kind of import sprites in addition to the number of 30,000 mentioned in the statistics window?
Unfortunately I need to leave the compression function on "FALSE" because otherwise the game is too slow at run.
I'm using the AGS version 3.3.3 and set a screen resolution of 800x600, while the "acsprset.spr" file weighs now about 2 GB (if relevant).
Thanks for the attention!
SMF spam blocked by CleanTalk