File sizes?

starcatstarcat Member Posts: 107
edited November -1 in Working with GS (Mac)
ok just to test some stuff.. i went to a site that had ripped maps to see if i could experiment with some platforms.

i went here.. and tried to take the map and add it to gamesalad
http://www.castlevaniacrypt.com/games/sotn/images/maps/undergroundcaverns.png

it says the file is too large and asks me to resize, i say ok. and it looks like crap. i cant even zoom in? how do i resolve this issue because clearly i wanna create maze levels but if im very limited on my size whats the work around?" i mean obviously i could just make shorter levels.. or add more "rooms" instead of 1 consistant level. but is there a solution?

Comments

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    GameSalad only takes images up to 1024 x 1024 before it auto re-sizes the image. You'll have to break it up in sections no bigger than that.
  • mangaroomangaroo Member Posts: 419
    you can tile it up quite easily and just position them for a larger scene size - its probably better on the memory too
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    Another way, if you don't care about performances and want the big image, is this:

    1. Resize it to less than 1024x1024
    2. Import it in GS
    3. Close the project
    4. Right click on the project file to show the contents
    5. In the images folder replace the resized image with the original one (they need to have the same name)
    6. Reopen the project and now you should have the bigger image at the original resolution

    That's what I did to import images for a Mac game that where 1280x800.

    ________________________________
    【ツ】iPhone Icon Pack 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demo: High score simple and advanced; Game Center; App Rating System
  • starcatstarcat Member Posts: 107
    mangaroo said:
    you can tile it up quite easily and just position them for a larger scene size - its probably better on the memory too

    wait.. you mean i can drag in images of 1024x1024 multiple times and it wont give me crap? i mean i dont want every room to be that big.. but for added depth to the game some of the rooms are going to have to seem huge.

    otherwise what do you mean tile it?
  • starcatstarcat Member Posts: 107
    MarkOnTheIron said:
    Another way, if you don't care about performances and want the big image, is this:

    1. Resize it to less than 1024x1024
    2. Import it in GS
    3. Close the project
    4. Right click on the project file to show the contents
    5. In the images folder replace the resized image with the original one (they need to have the same name)
    6. Reopen the project and now you should have the bigger image at the original resolution

    That's what I did to import images for a Mac game that where 1280x800.

    ________________________________
    【ツ】iPhone Icon Pack 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demo: High score simple and advanced; Game Center; App Rating System

    if i were to do sections like that, would it make the game unplayable on the ipad? performance does matter, but i also need a huge game.. im sure the ipad can handle several rooms larger than this.
  • old_kipperold_kipper Member Posts: 1,420
    Cut the map up into chunks that fit together and don't bother with blank areas (you can set the background colour of the scene to match). Be aware that GS stores graphics in any scene in memory in blocks that are based on the rule of powers of 2. This means that the size of any side will jump in memory to the next size up if they go beyond the numbers 2,4,8,16,32,64,128,256,512,1024. So you will be wasting memory if don't bother cutting the chunks to them. You can mix the sizes such as 16X256. It is also worth noting that if you are going to scroll around them you may have issues with the joins being visible so test a couple to see it they are and if they are cut the chunks so they overlap a couple of pixels.

    For repeated patterns you can use a single repeat and then set the actor to tile it. Check the size and multiply it in the dimension you want to repeat by the number of repeats and enter that into the actor size in that dimension. Small differences and details can be added to repeats with separate actors overlaying them, to make the repeats less obvious.

    Using the above methods should allow you to build something that will work.

    CHeers KIpper

    p.s. I do all my cutting up with a plan and using the canvas size tool in photoshop. It maybe that Fireworks would be better as it has (as I understand) facilities to cut up art for web pages built in and these might work very well.

    p.p.s With a map like you linked to, I would use invisible actors for floors, walls and ceilings, and you cannot set collision boxes based on art rather than image size.
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    With my method you will likely run into performances problems depending on how big is the image. As other suggested it is better to cut the images into smaller pieces.

    ________________________________
    【ツ】iPhone Icon Pack 【ツ】 - 【ツ】Graphic Pack【ツ】
    Free GS demo: High score simple and advanced; Game Center; App Rating System
  • starcatstarcat Member Posts: 107
    ok so i guess ill try his method, ill go into some program. slice the images up depending on the size and drag them into Gs and arrange them like a jigsaw :)
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