my way of adding video to your games quick and easy

THINGTHINGTHINGTHING Member Posts: 84
edited November -1 in Working with GS (Mac)
1.make a new scene called video
2.first create a actor the size that you want to watch you
3.make an animation with a good animator(i use flash profesional CS5 :D)
4.on your actor make a animation behavior and put your animation in the animation behavoir
5.record how long your animation is and set it , after__ seconds change to next scene

Comments

  • jstrahanjstrahan Member Posts: 498
    Don't use timer it may not always b accurate
    just check for last image in animation then change scenes
  • StusAppsStusApps Member, PRO Posts: 1,352
    problem would be that you'd get a few seconds before it crashed due to lack of ram.

    a 320 x 480 png will be taking up over 600kb when uncompressed in ram. That is each frame. So at movie rates of 24 frames per second. You will reach 14mb in 1 second, therefore lasting all of about 3 seconds before an ipod touch 2g will crash. Most likely it would actually crash just loading the images in.
  • ORBZORBZ Member Posts: 1,304
    I have an idea, it just came to me, i haven't tried it, and it probably won't work but ...

    What if.. instead of using the animation behavior you used a global variable called "animationFrame" (int) and a timer that spawned an Actor called "AnimationWindow"

    The rules in the AnimationWindow would be

    Change Attribute self.image = game.animationFrame..".png"

    Timer After 1/24s
    Destroy self

    The idea here is that creation and destruction of an actor (although heavy) may actually clean up the ram.

    Just a guess... i just woke up :)
  • THINGTHINGTHINGTHING Member Posts: 84
    ORBZ said:
    I have an idea, it just came to me, i haven't tried it, and it probably won't work but ...

    What if.. instead of using the animation behavior you used a global variable called "animationFrame" (int) and a timer that spawned an Actor called "AnimationWindow"

    The rules in the AnimationWindow would be

    Change Attribute self.image = game.animationFrame..".png"

    Timer After 1/24s
    Destroy self

    The idea here is that creation and destruction of an actor (although heavy) may actually clean up the ram.

    Just a guess... i just woke up :)

    wow i really think that would work
    but one warning i spent an hour on flash animating and it turns out it doesn't work
  • PhoticsPhotics Member Posts: 4,172
    1) I wasn't aware that animation is that big of an issue. Heh, I think I'll find out, as there's lots of animation in Annoyed Tomatoes.

    2) Why destroy the actor? From what I've seen of GameSalad, it generally doesn't release memory once it starts using it. Destroying and spawning an actor every 1/24 of a second will likely lead to poor playback performance... no?

    3) October... still no GameSalad update.

    4) Why 24 frames per second? I find that 15 frames per second is fine for cartoon like animation.
  • ORBZORBZ Member Posts: 1,304
    2) Why destroy the actor? From what I've seen of GameSalad, it generally doesn't release memory once it starts using it. Destroying and spawning an actor every 1/24 of a second will likely lead to poor playback performance... no?

    It releases memory, just not instantly. The game I'm working on spawns and destroys actors constantly. Ram usage goes up at first but then settles down after a bit.
  • THINGTHINGTHINGTHING Member Posts: 84
    ORBZ said:
    I have an idea, it just came to me, i haven't tried it, and it probably won't work but ...

    What if.. instead of using the animation behavior you used a global variable called "animationFrame" (int) and a timer that spawned an Actor called "AnimationWindow"

    The rules in the AnimationWindow would be

    Change Attribute self.image = game.animationFrame..".png"

    Timer After 1/24s
    Destroy self

    The idea here is that creation and destruction of an actor (although heavy) may actually clean up the ram.

    Just a guess... i just woke up :)

    i was just trying this and ive done what you have said i just dont understand this little bit.
    game.animationFrame..".png"
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