How to delete the image from an actor?

cbtcbt Member Posts: 644
edited November -1 in Working with GS (Mac)
Hi guys,

I wonder if it is possible to undo that? I dragged and dropped an image to one of my actors, but, than I decided not to use an image..

Is there any way to remove the image (and free some memory) from that actor?

Comments

  • cbtcbt Member Posts: 644
    Lol, it is funny I will be using solid gray images on 16+ actors just because of a simple mistake :D

    At least I can use PNG-8s..

    Thanks TSB!
  • gazjmgazjm Member Posts: 578
    a work around I found is to have a change image rule in the actor and have it set to no image. that way it removes the image when the actor is started!
  • gazjmgazjm Member Posts: 578
    I know, but in my case it didn't really matter as the game wasn't too memory intensive. if there's lots of actors in one go then it might be better to recreate the actor.
  • gazjmgazjm Member Posts: 578
    or create a transparent blank image and replace your grey image with that.
  • cbtcbt Member Posts: 644
    I would recreate the actor, but, I have 6 different self.attributes and they are used in a LOT of rules.. If I recreate one, if I even copy and paste, I will still be have to edit all those rules one by one..

    At least this is how I know :)

    So, I'm just gonna see if recreation is necessary when the game is finished..

    Thanks for your help gazjm.
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    How about just deleting the image from your image library?
  • cbtcbt Member Posts: 644
    shaz said:
    How about just deleting the image from your image library?

    It than gives the ugly "Image Missing" on all the actors that has "missing image" :)
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Maybe I'm misunderstanding this?

    I thought having loads of actors in the actor library is bad for performance - instead its better to have a couple and make loads of instances of those couple of actors?

    Then it doesn't matter if you delete the image of the global actor because each instance will have whatever image you have assigned to it.

    Or have I completley missed the whole point here...?
  • PhoticsPhotics Member Posts: 4,172
    Just go in there and edit the XML. It's not so bad!

    Heh, but you might want to make a copy of your project first.
  • cbtcbt Member Posts: 644
    Well, as far as I know, you can have any number of actors in the actor library. It doesn't effect the performance.

    What makes the difference is, how many actors do you have in the current SCENE. You can have 3 actors in a scene, and you get 60fps. On the next scene, if you have say 100actors, the fps drops to 20fps but when you get back to the first scene with 3 actors, you get your fps back to 60.

    And I'm not really sure the performance you earn from using instances instead of different actors worth all of extra work..
  • HoneyTribeStudiosHoneyTribeStudios Member Posts: 1,792
    Hmm, I'm sure Joe of FireMaple was saying something different? I won't pretend to understand how GS works tho. I'm just reading what more experienced users have said and applying their findings.

    A definitive optimisation guide from the GS team would be handy (the wiki is a bit thin). Instead of relying on myths and rumours from the forums and your own trial and error.
  • sparkzillasparkzilla Member Posts: 152
    Hi, I just found out a way to remove an image. Simple select the image attribute and click "Revert to Prototype". Assuming you haven't got an im age in the prototype the image will be removed.
  • cbtcbt Member Posts: 644
    Well.. You can just delete and remake the actor if its not a prototype.. :D
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