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Thread: Amount of PNG's generated

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    Amount of PNG's generated

    Hey, just got my Dev today and i've been playing around with the mobile exporter, its great!

    Anyway, i'm having some problem with framerates when the game scrolls. I opened up the .jar in winrar and noticed there were A LOT of png files in the directory...which i'm assuming relate to the current graphics in the game.

    I have some screenshots below.


    As you can see, there are really only 16 or so separate tiles that make up the level (the others are repeated - see image below)



    Is it at all possible to code the exporter so it looks for objects with the same "object name" in the frame editor and only export one image for them, instead of all separately? I'm not sure how it's doing it at the moment and whether the 99 png files in the jar are all being used as i'm no tech wizz. Below is a screen of the 99 pngs in the jar.



    You can test the game here

    http://www.rhysd.com/mobile/milber.rar

    Controls:

    left and right - 4 , 5
    jump - 9
    use item - 2
    quit - *
    restart level if dead - *

    and here is the source for Francois or Yves

    http://www.rhysd.com/mobile/milberMFA.rar

  2. #2
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    Re: Amount of PNG's generated

    I can confirm that more people are having problems with scrolling in Java Mobile Applications. The scrolling is simply to slow to function.
    So far the reports I've been getting are from devices under 200x200 screen size. It would be nice to hear from someone on 240x320 (Nseries or so.) Do anyone else have laggy scrolling apps?

    Can this be optimized somehow? As you can see in RhysD's example it happens in even the smallest of games.

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    Re: Amount of PNG's generated

    I can confirm that scrolling is laggy with 240x320 displays as well!
    Sometimes when you scroll parts of active objects gets stuck in the background, as if it was not redrawn properly...

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    Re: Amount of PNG's generated

    Scrolling looks great in mi Rock Z6... it runs at 50fps constantly, useing a 640x480 frame and a single active bouncing inside the frame with a quick backdrop in the back...

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    Re: Amount of PNG's generated

    Scrolling on a mobile phone, with such a low processor, I think you should forget about it.
    About the number of images. Of course, duplicated images are not duplicated in the Jar. If two objects use the same images, they are only saved once. In your app, all the images are different, and there are 99 of them. That's all.

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    Re: Amount of PNG's generated

    Thanks for the conformation Francois So I take it holding ctrl and dragging a tile duplicates it... >_>

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    Re: Amount of PNG's generated

    I still can't see how there can be 99 images in my current mfa...any help would be appreciated

    edit: are pngs separate for each frame of animation?

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    Re: Amount of PNG's generated

    Yes

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    Re: Amount of PNG's generated

    ok, thanks for the info...and sorry for so many questions!

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    Re: Amount of PNG's generated

    I can confirm that simple scrolling on my N93, N95 and N82 is working smoothly. Obviously the more objects in play the less so, but a simple double height screen scrolled to give the effect of a static image bouncing down from the top (using a few backdrops only) as I've put in my game is working beautifully on my phones

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