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Thread: Amount of PNG's generated

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module

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    Re: Amount of PNG's generated

    Scrolling isn't the fastest for me, but it's certainly well playable - I'm running a 240x320 app on a Nokia 6500

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    Re: Amount of PNG's generated

    What about to use some algorithms like comparation of equal images, flip them instead of repeat an oposite direction, and other image tricks to optimize and reduce the amount of png generated..?

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    Re: Amount of PNG's generated

    Scrolling isn't the fastest for me, but it's certainly well playable - I'm running a 240x320 app on a Nokia 6500
    My games runs at 250/300 fps useing 500 frame rate and machine-independent speed in my 240x320 Motorola Rockr Z6 - at 532Mhz -

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    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    Re: Amount of PNG's generated

    It is much faster to keep two images than to flip them on the run. Image rotation is very poor on mobiles.

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    Re: Amount of PNG's generated

    Hi Francois,

    actually, Locaz00 is on the right track. I've been an artist in the mobile industry for years and one of the most important techniques used by ALL of the good mobile developers is to only include the art for one direction and to have the software generate the necessary alternate directions. This is for Brew or Java... even the weakest of phones. The trick is that the images are not flipped durring gameplay (actuallt also 90 digree rotations are also supported), the flipping and rotating is processed at load time for a game or level. This keeps the filesize nice and small at the cost of increased load time.

    This is a feature critical for MMF2 users to come close to professional games as far as amount of art conent in a game on any given phone.

    I had actually requested a long time ago this feature: when the user creates a new active and loads in the art, there should be checkboxes for the following:

    1) create Hflipped animations at load time
    2) create Hflipped animations at runtime (on the fly.. for fast devices)
    3) Create rotated directions at load time
    4) Create rotated directions at runtime (for fast devices)

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    Re: Amount of PNG's generated

    That's exactly what i meant! Thanks Holymonkey ^^...
    Most games have a Load time for loading a screen, it could be a great idea to be able to pre-load all necesary files executing actions like HolyMonkey said in a post-loading screen

    There are a lot of features that can be applied to Java Mobile based games, for sure...

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    Re: Amount of PNG's generated

    These features would be useful for reducing "bloat" for any platform. And theres no reason to not have a runtime flip or rotate feature for faster phones and pc's as well. If a "loading feature" is not feasible, then simply having this process begin (at start of frame) would be fine... allowing for the creation of a progress bar related to that process would be ideal.

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