Sure you can do that, but it's going to take up a lot more code space. Just
remember that you cannot draw your images in an image editor. You HAVE to
draw it in the code.

On Thu, Feb 28, 2008 at 9:15 AM, Luke Paireepinart <[EMAIL PROTECTED]>
wrote:

> PyMike wrote:
> > I think you have the wrong idea about the StringToImage script. Take a
> > look at it here: (This one was written by HexDecimal)
> >
> http://pyday.googlegroups.com/web/StringToImage_Optimized.py?gda=x6I-AUsAAAAnfRb3A9CNbNHVH06n4bH5GPEjde9RdTr43XQzPxMy0GG1qiJ7UbTIup-M2XPURDQ9szVNk_3xeEVYwpCsMjpZl9pYdrGxmRQcWZWi5ITXKQ
> >
> > When drawing in the code itself, you can either use the above or
> > pygame.draw
> Personally, I don't see the difference between this, and using 24 bits
> per pixel.
> For example, why can't I have an image like:
> """000000000255255255000000000
>    255255255000000000255255255
>    000000000255255255000000000"""
> where each set of 3 numbers refers to one color channel, and every 3
> refers to one pixel?
> I understand if you want a constraint against this, I just don't really
> see why you would other than to increase the challenge, because it's
> basically the same as far as I can tell.
>



-- 
- PyMike

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