ID:151297
Sep 19 2011, 1:40 am
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So for my project I've gone about using big icons instead of broken up icons for larger projectiles. What do you suggest is more efficient? Creating 3-4 icons and place them together with code or just making one large icon? Or are they the same?
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Sep 19 2011, 2:18 am
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You have pixel movement. Use it.
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Creating an icon that is multiple states that you must build together via a proc is sorta more complicated, if only because you have to build the entire thing from the pieces.
Looking at a whole icon and then a version that's split into several 32x32 tiles, the latter takes up more space (but it's a very, very small amount [1.24 KB compared to 1.27 KB]). |
In response to LordAndrew
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LordAndrew wrote:
Creating an icon that is multiple states that you must build together via a proc is sorta more complicated, if only because you have to build the entire thing from the pieces. Ah alright thank you |
In response to Albro1
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sorry but what does pixel movement have to do with this..?
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In response to AbdelJN
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It means you can use a big icon and define it's bounding box.
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In response to Albro1
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Albro1 wrote:
It means you can use a big icon and define it's bounding box. Oh, I know that. That's what I've been doing. I was just wondering what was more efficient. |