Jeanne A. E. DeVoto wrote:

> Is there something I'm missing here, or can't you import the images rather
> than setting their filename (i.e. "import" them, rather than create a
> referenced control)? If the image is imported, it's part of the stack and
> no external file is needed.

Well, the problem is, I need the "sprites" to be able to switch between
various animations and still pictures of the same characters--facing
forward, facing left and right, walking right animation, walking left
animation, etc. Originally, I did import the images to create a library of
pictures and animations in the stack, and then used buttons as sprites,
setting their icons to the appropriate images and changing when needed. (I
thought this would be the most efficient way to do it in terms of scripting,
memory, and switching between pictures and animations.) However, buttons
apparently cannot show animation and be moved with the move command at the
same time--when I tried it, animation freezed until the move was finished.

Image objects themselves can move and animate at the same time, unlike
buttons. However, I can't import an image and then use it as a sprite,
because the sprite has to be able to change pictures/animations. So, I was
just wondering what's the best way to create these kind of sprites. The
possibilities I see are using images as sprites and setting their filenames,
using images as sprites and setting them to other images (if it's possible),
or staying with buttons as sprites and performing a series of moves and/or
icon changes rather than one continuous move with an animated icon. I'm
hoping to have 10 or 20 small sprites on the screen, some of which will use
the same set of pictures and animations.

So, I'm fooling around with these possibilities, but I just wanted to see if
anyone already knew the best way, or if there was some basic way of
accomplishing it that I didn't notice.

Thanks,

Curry Kenworthy
[EMAIL PROTECTED]


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