~--!QUICKTIME SUPPORT!--~
Gamexcb
Member Posts: 179
I have recently attempted to put a title into a one of our coming games it has around 800 frames and we have fully compressed -all- of our images! When used on OS X but it lags and takes minutes to start! We need Quicktime Movie Support so we can use pre-rended sequences and don't experience crashes and lag!
-Gamexcb
-Gamexcb
Comments
the animation behaviour is really for animating characters and sprites. imagine trying to load a scene up with 800 large images in it, it's gonna be slow and crash. stick to the features that gamesalad can do.
Stus is right, the animation behavior in GS doesn't seem designed support that kind of heavy playback. That being said, you might want to try a technique FMG shared with me, which has eased the burden somewhat in my own work. Instead of using an animation behavior, set up all your frames with a consistent naming convention (ie frame1.png, frame2.png, frame3.png, etc) and use an actor with a timer that changes its own image every 0.1 seconds or so with a counter attribute.
every 0.1 seconds, set attribute self.image to ("frame"..self.frameCount..".png")
set attribute self.frameCount to self.frameCount + 1
The sheer number of frames you have is very high and you should probably cut them down, but you might have better success with the above technique.