File size, placing images on actors, etc.
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Hi all. I was wondering how to reduce the size of files. I use PS and AI alot, save for web and devices at PNG 24. Is this the best way to go? What is the total size of a game? How do I check the size of a game I am working on?
Is it better to make a blank actor and place an image on it before putting it in the game? Or can I just place the actor in the game without a blank?
When making background, do I make one big picture or break it up? For example:
A 2500 x 2500 single image or 4 smaller images put together?
What is a good maximum background size and amount of animation going on in a scene? Entire game?
I know these are alot of questions but I will only ask them once. Thanks for your patience. I am still learning the ropes
Is it better to make a blank actor and place an image on it before putting it in the game? Or can I just place the actor in the game without a blank?
When making background, do I make one big picture or break it up? For example:
A 2500 x 2500 single image or 4 smaller images put together?
What is a good maximum background size and amount of animation going on in a scene? Entire game?
I know these are alot of questions but I will only ask them once. Thanks for your patience. I am still learning the ropes
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Comments
The amount of animation is really another length of string, as it were; if there's not much else going on while the animation(s) are happening, then even a fairly long animation will run OK. It's a matter of experimentation really, and seeing what the lowest FPS you can get away with and still be happy with the results.
Good luck in your GS app making!
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Thanks for the help. I hope you check out my first app. It is going to be a smashing success and the GS community will go... WOW!
Perhaps consider much smaller play areas with more levels?
Another neat "trick" is; if your, say, 1024 x 1024 background image can be repeated, just use tiling. With horiz. + vert. tiling on you get a play area 4 times the size. you could then add other actors as props, as well as your baddies, for instance, anywhere you like on them, to add a bit of variety. I for one look forward to your first app! for interest, I'm working on my first one for the iPhone (then eventually for the iPad) but have no idea when it'll be finished...
Who will get their app finished first? Place your bets!
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
Lets start a poll to vote on who finishes first.
I am the underdog but I am working hard to learn things!
For interest, another use for tiling is that if you have a small sized actor, and you stretch it to, say, the width and depth of the iPhone size, then put tiling on there, you'll get the small image tiled multiple times in the larger area. Might be useful someday... It'll all click into place! I'll let you start a poll if you want; it'd be interesting to see who votes though! (I mean if anyone votes...with respect to you, and me...)
:-)
""You are in a maze of twisty passages, all alike." - Zork temp domain http://spidergriffin.wix.com/alphaghostapps
However, the issue that you will run into is not necessarily the Scene size, but the RAM usage. Each 1024 x 1024 image that you place into the Scene takes up 3MB of RAM (regardless of the file size).
So after 10 images, you're already pushing 30MB! And that's without sounds, Rules, physics, etc... plus the game engine takes up a lot of room.
Older devices will crash if the RAM usage gets up near 40MB.
So one way around this is to do what gyroscope said, and to use a smaller image and utilize its tiling capabilities.
Here is a seamless brick tile made in Photoshop:
Feel free to drag it into your project to play with.
This .png file is 128 x 128 pixels.
To test out the tiling capabilities:
Drag this image into the Image tag in your project.
Next, create a new Actor.
Drag this image onto the blank Actor from the Image Library. (it should automatically resize to 128x128)
Double-click on the Actor, and under the Graphic properties, change its Horizontal and Vertical Wrap to 'Tile'.
Now drag the Actor into the Scene and resize it to any size you want. (preferably a multiple of 128x128).
Instead of it taking up many MBs of RAM, it's only 49K.
Much better!
You will need to do tricks like this if you want really large Scenes!
Hope this helps!
Joe
This is what has me confused:
Why do people do this?
Next, create a new Actor.
Drag this image onto the blank Actor from the Image Library. (it should automatically resize to 128x128)
Is this necessary for some reason or can I just drag the image onto the scene?
Just wondering.
Thanks for the help.
But if you plan on making this for an iPhone, I highly recommend that you test as early as possible on an actual device. The devices have very little RAM and processor capabilities. They are getting better all the time, but if you want your game to work on as many devices as possible, you need to take their limitations into account.
The Preview in GameSalad runs really nice and smooth because you have all the RAM and processing power of your computer behind it, so it's a little deceptive as to the actual performance on a device. Well, you can either create the Actor first or drag an image into the Scene (GS will then make an Actor for you) Either way.
Thanks
Aaron