Restored from previous forum. Originally posted by MrVainSCL.
hello hypervox and welcome to pb
You can do this in the actual version with the command "ClipSprite(#Sprite,x,y,width,height)" and then display it where every you want on screen...
If you want load a complete image to memory and grab then every element (tiled block i.e.) as seperate sprite id, you can use CreateSprite() - "ClipSprite(#Sprite,x,y,width,height)", Displaysprite at x/y 0,0 of your new created sprite...
ADDED:
You can include any stuff (sound/images...) into your created executeable and grab/catch (load) it from memory adress with the commands "GrabSprite()", GrabImage(), GrabSound() ...
greetz
MrVainSCL! aka Thorsten
PIII450, 256MB Ram, 80GB HD + 6,4 GB, RivaTNT, DirectX8.1, SB AWE64, Win2000 + all Updates...