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