OK. First of all.
I have some graphical effects, invisibility and such,
that I use a few times in my game.
But what I'm thinking of is, if there is a way for the code to
recognize if the player has the hardware acceleration activated or not,
and then I give an alternate graphical solution if it's not enabled.
This would be good for greatness on both modes.
Ok, I know, in some cases it would be almost twice the size of work,
and maybe you'll abandon the non-accelerated mode sometime in the near future, but it would be kind of nice.
Second of all. Is there a way to have both a 'on "LeftClick"' and a "while(true)" in the same script?? I'm attaching scripts, and it works great, but I have so many. I mean, I have a lot of objects where you can leftclick, and at the same time it has to see if a certain variable is something, and then it changes sprite or becomes invisible etc. It's not that I can't handle all the scripts, It's just that it seems so unnecessary to have to scripts for alot of objects.
Blablabla... AND: does two scripts of 2 kb take up more memory (ram or whatever) than one 4 kb script? How many scripts can you have running at the same time? Last I checked I had 60 of them.
Third of all. I had this bmp picture. Then I changed it to a jpg with compression 6 in photoshop (for the people who knows). Then I recompiled the game. And guess what?... The game files is now over 400 (count em') kb smaller. The pic is about 37 kb in jpg. So sometimes it might be great to choose another file format. Other pictures made the game smaller in bmp format. So there doesn't seem to be a universal great one, but they're better at different things. Less detailed pics with fewer colors were smaller in bmp. And jpg is better at detailed backgrounds and stuff. So it might be a good idea to check out ones graphix as "any kb saved is a good kb".