File size, placing images on actors, etc.

LogoLogicLogoLogic Member Posts: 51
edited November -1 in Working with GS (Mac)
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 =)

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi LogoLogic,
    LogoLogic said:
    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?

    Yes it is, in the main. (Only found this out recently myself). You can use png-8 where possible, to save on added file size (if there's no gradients or shadows, just flat colours for instance). Shadows look awful in png-8!
    LogoLogic said:
    What is the total size of a game?

    How long's a piece of string? ;-) THere's a limit to file size I guess, but i've no idea what that is; even then, this might not be due to the size of the file as such, but more to do with loading time.
    LogoLogic said:
    How do I check the size of a game I am working on?

    The project size is in the bottom right of the Project Editor window. There might be a slight variance though when its been compiled for use on an iDevice/Mac.
    LogoLogic said:
    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?

    Either way, there's no difference.
    LogoLogic said:

    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?

    The maximum image size for an iDevice is 1024 x 1024 pixels, so in your example, you'd have 6 images.

    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

  • LogoLogicLogoLogic Member Posts: 51
    Thanks gyroscope! So I would need to keep background images below 1024 x 1024? But you feel that I could have say... a 20,000 x 20,000 screen size, have several images put together, and it would run ok?
    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! :)
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    LogoLogic said:
    Thanks gyroscope! So I would need to keep background images below 1024 x 1024? But you feel that I could have say... a 20,000 x 20,000 screen size, have several images put together, and it would run ok?

    Not below, just the maximum. A 20,000 x 20,000 pixel area would be possible to do but I don't think there's enough "pasteboard" around the Editor screen to see all of that; I could be wrong. It'd certainly take up a lot of pics, around 350! The loading time on that would be horrendous, I'm guessing; users would get so fed up they'd go on to something else.

    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.
    LogoLogic said:
    I hope you check out my first app. It is going to be a smashing success and the GS community will go... WOW! :)

    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

  • LogoLogicLogoLogic Member Posts: 51
    How do you do the tiling bit?
  • LogoLogicLogoLogic Member Posts: 51
    P.S.
    Lets start a poll to vote on who finishes first. :)
    I am the underdog but I am working hard to learn things!
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    LogoLogic said:
    How do you do the tiling bit?

    If you double-click on your background area, in the Actor Editor> Attributes>Graphics, you'll find Horizontal and Vertical. In each of their pulldown menus is Tile. If you make them both Tile, you'll get 4 for the price of 1. Try getting that in your supermarket!

    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...
    LogoLogic said:
    P.S.
    Lets start a poll to vote on who finishes first. :)
    I am the underdog but I am working hard to learn things!

    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

  • firemaplegamesfiremaplegames Member Posts: 3,211
    It seems the maximum Scene size that you can enter into GameSalad without it breaking is 9,999,999 x 9,999,999.

    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:

    image

    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
  • LogoLogicLogoLogic Member Posts: 51
    Thanks Joe. I have fairly detailed scenes where the background is unique. I will try to utilize tiling when possible but I make my backgrounds by hand and they change alot as one scrolls the screen. I guess I will need to rethink size.
    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.
  • firemaplegamesfiremaplegames Member Posts: 3,211
    LogoLogic said:
    Thanks Joe. I have fairly detailed scenes where the background is unique. I will try to utilize tiling when possible but I make my backgrounds by hand and they change alot as one scrolls the screen. I guess I will need to rethink size.

    If you are just making your game for fun and learning, then I wouldn't worry about it too much.

    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.
    LogoLogic said:
    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.

    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.
  • BarakBarak Member Posts: 2
    how could and from where I can download images for actors in gamesalad
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Hello Barak. You need to use search as that has been asked many times before with good answers given. Also go look in the wiki as there is some info there and please do not resurrect old posts like this especially to add a question that does not really have anything to do with the original topic.

    Thanks
    Aaron
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