Images sizes for animation
classic12
Member Posts: 4
Hi new to gamesalad and am playing around with outputting transparent gifs from Iclone 4 and using them as an animation in gamesalad.
I have a char walking forward with a photo background with a road.
I output the images as 324 X 240 and have 20 images.
Total image size is 258kb
The background image is 102 kb.
I have no coding just the animation runs once.
Memory usage is :
Images 13mb
Game engine 3.5mb
Other 14.8 mb
Total 31.3 mb.
1. Can anyone explain these figures.
2. Do I need to adjust somethings to reduce this.
3. Is this a standard overhead ?
4. I am trying to use the animations to make an animated book with some games in between. If I add another 20 anims will the size be 20 Times what I have now.
Cheers
SteveW
I have a char walking forward with a photo background with a road.
I output the images as 324 X 240 and have 20 images.
Total image size is 258kb
The background image is 102 kb.
I have no coding just the animation runs once.
Memory usage is :
Images 13mb
Game engine 3.5mb
Other 14.8 mb
Total 31.3 mb.
1. Can anyone explain these figures.
2. Do I need to adjust somethings to reduce this.
3. Is this a standard overhead ?
4. I am trying to use the animations to make an animated book with some games in between. If I add another 20 anims will the size be 20 Times what I have now.
Cheers
SteveW
Comments
ImageOptim
is free; very easy to use; and deletes extraneous code in your images... might eliminate a mg or more.
(easy to R click on your project in finder... Show Package Content ... and drag the files into ImageOptim)
for Game engine: leave it alone! (thats the coding and the auxiliary files that make it work!)
for Other:
Sounds should be mono... (somebody list all the parameters!)
screenshots ... unneeded ones can be deleted in the Package Content folder...
(we use these in development in the Home section and Preview... they have nothing to do with app running... nor with screenshots that show in iTunes.)
the main thing to aim for is FPS at a good level... frames per second ... the fluidity of the app on screen... 50-60fps is good.
GS Viewer memory usage is somewhat different from actual usage in device deployment.... (some of the other is incorporated in the engine.)... but these figures give us the best idea of what our programming results are in memory usage. No... the images memory usage will increase per image added... the core code usage will not increase... the engine will increase slightly with code ... the other will increase with added sounds; screenshots; and etc.
Not to worry... just do the images clean-up and screenshot delete... and sounds check.
MH
Is there a bulk way to remove all the square background. With a square background if you click outside of the actor it still triggers.
Cheers
Stevew
if you don't want that area to react... you can create a actor hotspot the size of the area you do want to touch/activate... set its color alpha to 0 place above your animation
click on it in the screen editor... unlock and constrain its x, y to the the x, y of the animation...
then add your when touch is pressed rules in it.
MH