exactly the opposite you can have hundreds of sprites on the screen at once with very little overhead. Here is an example of sprites but there are far more efficient ones in on the site
Rem Project: DragSprite
Rem Created: 10/22/2003 7:15:07 AM
Rem ***** Main Source File *****
sync off
Randomize Timer()
For i = 1 to (100)
X = Rnd(Screen width()/20)+5
Y = Rnd(Screen Height()/20)+5
ink rgb (rnd(255),rnd(255),rnd(255)),0
cls
box 0,0,x,y
get image i,0,0,x,y
sprite i,Rnd(Screen width()),Rnd(Screen height()),i
set sprite priority i,20-i
next i
Target = 998
do
if mouseclick() = 1
if target <> 0 and Pick_Sprite(Target)= 1
sprite target, Mousex()-(sprite width(target)/2),MouseY()-(sprite height(target)/2),target
else
Target = Pick_Sprite(0)
if Target <> 0
sprite target, Mousex()-(sprite width(target)/2),MouseY()-(sprite height(target)/2),target
endif
endif
endif
text 10,10, str$(screen fps())
loop
Function Pick_Sprite(Target)
rem change 999 to any number you wish
rem move the next line outside of main loop should only be called once
get image 999,1,1,2,2
sprite 999,mousex(),Mousey(),999
hit = sprite collision(999,Target)
rem the following is only for testing
set cursor mousex()-200,Mousey()
print "Hit Sprite # : ",Target
delete sprite 999
EndFunction hit
Click left mouse button to drag any sprite to new pos
System
PIII 650 MZ H.P. Pavillion
394 Mem GeForce 4 400MX