Animation and memory usage

jackhammerjackhammer Member Posts: 20
edited November 2012 in Working with GS (Mac)
I am developing a game that relies heavily on actor animation. This is my first game and I am unsure about the limitations of the animate feature in terms of memory usage etc. Can anyone offer any advice/guidelines on limits to frame numbers, fps, file sizes, memrory usage etc? At the moment I have about 4 actors with 30 frames (each approx 80kb) running at 20fps. I want to maximise the animation effect by increasing the number of frames but I am concerned about the effect on performance.

Comments

  • IsabelleKIsabelleK Member, Sous Chef Posts: 2,807
    I have a nice way to cut memory usage for animations - open folder with your images (animation), and delete every second image in order:
    so
    Leave the 1., remove the 2., leave the 3., remove the 4., leave the 5. etc.

    And in your animation rule change the speed of animation to: Your Current Speed /2 - so, if your animation speed = 30 FPS, change it to 15 FPS.

    Works great for my games.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    Yeah the animate behavior can bog down the system. I usually go with ten FPS and export my animations at that frame rate. What software are you using for your animations?
  • jackhammerjackhammer Member Posts: 20
    Thanks guys.

    I am using Adobe Flash CS5 for animation and exporting a png sequence.
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    edited November 2012
    Then yeah set the output to 10fps for flash and match it in GS. Just a note when you go higher than 10fps in animate behavior the frame rate starts to become inaccurate.
  • jackhammerjackhammer Member Posts: 20
    Thanks for the tips - I will give it a try.
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