Thank you - you're right, it must have been when I removed the background surrounding the logo, I did it on a colour not the area and missed that the hull was the same shade. I'll fix that :)
I'll play with cruiser sprite too, if you're curious this is how I save them:
frigate: [
"................",
"................",
"................",
"...kkkkkkkk.....",
"..kHHHHHHHHkk...",
".kHgGGGGGGGgDkk.",
"kHHgwGttGttwgDkk",
"kHHgGGGppGGttgDk",
"kHHgGGGppGGttgDk",
"kHHgwGttGttwgDkk",
".kHgGGGGGGGgDkk.",
"..kHHHHHHHHkk...",
"...kkkkkkkk.....",
"................",
"................",
"................",
],
Nice~ I used to do something similar back when I made little games in BASIC using blocks of sequential DATA keywords to visually represent on/off pixels for the various sprites.
that brings back painful memories of typing lines and lines of DATA keywords from library books into GW BASIC.....
I'm an embedded engineer, so it's how I would encode a sprite for displaying an LCD character, it seemed natural to do it this way!
ETA: I've fixed the image transparency and the frigate sprite is less fat, thanks!
Very cool. It’s been a while, but years ago I remember using a nice little tool that somebody had made that let you export BMP pictures to an array you could drop into an Arduino C program for displaying on an RGB LED matrix.