Plug-in size woes

My plug-in is 5 megabytes! It only has four ships, and it's 5 times to big! Aaugh! What is the average size of a plug-in that adds, say, 25 ships (like mine will)?
To clear some issues, my ships have 64 frames, mainly because if they had less they'd look choppy. the only ones with 96 / 108 frames are the ones that bank.

Can the number of frames be anything that is a multiple of 6?

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Intelligent doesn't meant smart. It means genius.
Just because you're paranoid, doesn't mean they're not out to getcha...

In Nova, the size or dimentions do not matter.

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"What goes up must come down, unless it reaches Escape Velocity and flies off to Palshife to join the Rebellion."
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Quote

Originally posted by mrxak:
**In Nova, the size or dimentions do not matter.

**

That's weird. NovaTools's EnRLE screws up if it's got some weird number. Maybe it's my weirdplug-in skill.

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Intelligent doesn't meant smart. It means genius.
Just because you're paranoid, doesn't mean they're not out to getcha...

I think that the sprite dimensions have to be factors of 8 (or could it be 4. I can't remember, but 8 was the old requirement). Also, Nova can have any number of rotational frames. Sprites does complain if your render has too many frames (probably over 300 or so frames), but that's a quick fix by rendering the animation in halves, and photoshopping them together.

Matrix

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"Nothing is fool-proof to a sufficiently talented fool."

Quote

Originally posted by Mantaray:
**That's weird. NovaTools's EnRLE screws up if it's got some weird number. Maybe it's my weirdplug-in skill.

**

Well, I think the frames still need to be square (why anyone wouldn't use square frames is beyond me...), but other than that I don't think it matters. What little ship graphics I've none with Nova experimenting hasn't had a problem with strange numbers, as long as they follow rules like squareness (and my rows were 6 frames long, but I'm not sure that matters).

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"What goes up must come down, unless it reaches Escape Velocity and flies off to Palshife to join the Rebellion."
(url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/dl-redirect.pl/TheChallenge101.sea.bin?path=evn/plugins&file;=TheChallenge101.sea.bin")The Challenge(/url): A deadly test of skill and power (new version 1.0.2 coming soon)
(url="http://"http://homepage.mac.com/mrxak/Haikus/haikus.html")The Haiku Archive(/url): Collected Works of the Rabid Haiku Generator

(This message has been edited by mrxak (edited 05-07-2002).)

I believe nearly all (if not all) of the sprites in the game itself, when converted out of RLE format, end up being in rows of six. Whether this is just how DeRLE does it, or the original makeup of the sprites, I don't know, but I've gotten all of mine to work when they're made in rows of six. (Haven't actually tried other dimensions.)

Oh, and my plugin is 6mb already and it's only about 20% complete, so definitely don't worry about it.

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"Eagles may soar, but weasels don't get sucked into jet engines."
"No matter how much you polish a piece of crap, the best you can hope for is a shiny piece of crap."- Mac journalist discussing the delayed release of Win XP

(This message has been edited by kbmeister (edited 05-07-2002).)

All I know is that 6 x # is how EVC and EVO were arrayed. I think that mkany developers are used to seeing sprites arrayed in this fashion, so En/DeRLE follow tradition.

Matrix

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"Nothing is fool-proof to a sufficiently talented fool."