Reply to Re: Graphic Memory/Buffer capacity with Sprites
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So, I've been testing/playing and I run into Dink dying but not playing his dying graphics all the time (again)
M: 61.38 T: 48.61 A: 6.82 F: 0.00
I am now using init("load_sequence_now..."); commands as a replacement for preload_seq(); command as that seems to get around some of the issues, but short of having a sprite with a script that loads the dying graphics each screen, I'm kinda stumped.
So are the M: and T: values dependent on the computer's RAM or some such?
M: 61.38 T: 48.61 A: 6.82 F: 0.00
I am now using init("load_sequence_now..."); commands as a replacement for preload_seq(); command as that seems to get around some of the issues, but short of having a sprite with a script that loads the dying graphics each screen, I'm kinda stumped.
So are the M: and T: values dependent on the computer's RAM or some such?