Background Image Optimizing Using Instances?
TouchTiltGames
Member Posts: 1,162
The background of my iPad game is just one 1024x768 optimized PNG using ImageOptim but it's still ~1mb. Now all I've done is duplicate each scene for my 20 levels, so I've left the background image and interface in there for each scene...
My question is can a background image be an instance of the background image from the first scene? It seems like this is the culprit for texture size so I'm trying to figure out how to make this image smaller.
Meh I think I'm asking a dumb question because it's probably not possible to avoid overhead if you've got the same image in every scene...
My question is can a background image be an instance of the background image from the first scene? It seems like this is the culprit for texture size so I'm trying to figure out how to make this image smaller.
Meh I think I'm asking a dumb question because it's probably not possible to avoid overhead if you've got the same image in every scene...
Comments
All of your background image actors, including the one in the first Scene, are Instances of the prototype Actor in the Library.
A 1024x768 image requires 2.3 MB to display (regardless of its file size).
To reduce the image RAM usage, you could try making a smaller image and using the tiling capabilities of an actor. Under graphics, set it to Tile. Then stretch it out over the background. This only works for some things of course. I used this technique to create the large space backgrounds for my Stunt Squirrels! game.
Your background image shouldn't be too bad on an iPad, but everything helps.
http://veerle-v2.duoh.com/blog/comments/creating_patterns_in_photoshop_cs2/