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Chapter 10. PROPERTIES OF SPRITES AND FR... > TROUBLESHOOTING PROPERTIES OF SPRITE...

TROUBLESHOOTING PROPERTIES OF SPRITES AND FRAMES

  • Setting the frame tempo below four frames per second is not recommended. Doing so means that some behaviors and other Lingo will react very slowly. Instead, keep the frame rate higher and increase the length of your animation. After all, a 30-second animation can be 30 1fps frames or 240 4fps frames.

  • Switching from one palette to the next without a palette transition might cause the users' monitors to flicker.

  • Some transitions, such as dissolves, are processor intensive. A fast machine, like the one on which you may be developing, might handle it fine, but even a slightly slower computer might take far longer. Decrease the Smoothness property as much as you can to counteract this.

  • Transitions lock out animation and user interaction. They actually freeze the whole movie while the transition occurs. Keep this in mind, especially for longer transitions.

  • Background Transparent inks and Matte inks look great for some images, and not so great for others. Try using a 32-bit image with an Alpha channel for more control over transparency.

  • If you are developing for both Mac and Windows, it is important that you check your images to see how they look on both platforms. PC monitors show colors much darker than Mac monitors. Unfortunately, you need to have both types of machines to test on, regardless of which one you use to develop.

  • When you change a bitmap sprite's shape, you make it much harder for Director to draw it. This can slow down animation considerably.


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