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well you could oppoint more than 1 1000² objects.
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no, i mean, that a sprite sheet of say 1220*1220 is rejected and the exe says cannot create art surface
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06-10-2008, 01:36 PM
(This post was last modified: 06-10-2008, 01:37 PM by ~Dome~.)
ah, ok I missunderstood you. Well you can cut the Spritesheet in 2 Spritesheets like this
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Erm.... honestly... what are you planning to do with CE? Marshall had his reasons why he let Rammichael lock the files.
And the game doesn't always crash. I'm no opposer to screen-filling attacks, in fact, I like them. So, just for the heck of it I already had spritesheets that were 10,000 x 1,000px in size. And sometimes it crashes and sometimes not. I don't really know why it just happens occasionaly, though...
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rofl, you guys are crazy. I surely know what happens: the image is simply to large.
I had this problem with my first background Easter Island - the image was 1200x400 or so, some comps couldnt load it, some could.
But actually you missed something: The ingame area is 794x500 or so, not sure what do you need such a large area for?
If you really do, for lightnings or any other fullscreen effects, I suggest activate the object with facing 10, then let it go "down" the zaxis with hit_j and then move it to the left site of the screen for like 600 px. Then show your image with the use of state 9996 (the etc state, hope it's the right number). This means: your image only have to be 704 width anymore. For high: well, the lower rim of the backgrounds are a bit different, so I suggest to check them out all and see the difference, so you can see how high the bg is and add the difference between all these lower rims, then your image should always be full screen...
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