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Thread: Active Picture or Other Solution?

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    Active Picture or Other Solution?

    I am nearing completion of a comic app, but when I try to test it on the iPad, after the MMF2 logo, the screen is just black. My assumption is that the application is just too large, since it's crammed full of 990x720 size pictures. Would using the "Active Picture" be a solution to this problem? I've never used it before and am not sure how it works or how I could include a directory of images bundled with the app on the iOS. Or is there some other solution? Thanks for the help!

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    These pictures that you are using....how you are using? backdrop? active object? picture?

    I dont think that the problem of black screen it's because the full size pictures...I dont know....but if you are using "PICTURE" maybe the source path file are wrong....then will not show pictures...

  3. #3
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    Quote Originally Posted by paobrasil View Post
    These pictures that you are using....how you are using? backdrop? active object? picture?

    I dont think that the problem of black screen it's because the full size pictures...I dont know....but if you are using "PICTURE" maybe the source path file are wrong....then will not show pictures...
    Right now it's an active object. The way it's set up is that there's a single active object with about 50-80 animations. Each animation has two directions - one direction is a single image that is the full comic and the other direction has 6-12 single panels, one per frame. The idea is that you can zoom in on the comic and then navigate panel by panel. It works fine on the PC, but is pretty slow in both saving and loading. Considering how I'm doing it, that's about 500 large images contained in a single active object. Is there a more resource efficient way to do this?

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    woow....I think that 500 large images in a single active it's toooooo much images....maybe you can think in a different mode for all engine of your app......dividing in frames with less images per active object....

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    I could be wrong, but I believe that putting all those animations in a single object will take up quite a bit of memory, even if you're not using those animation frames - probably why you're getting black frames. I haven't tried it, but you should be able to use just one biggish image that's your comic page and store some data for where to zoom and how much in an array or INI file. Then load a new image for the next page (or use a different frame).
    Hope that helps!

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    AyreGuitar is right. Like I said....I think you should rethink the whole program and logic of your app.....It's so crazy to know that have 500 big images per active object...

    I think that you could use different frames...

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    Quote Originally Posted by paobrasil View Post
    AyreGuitar is right. Like I said....I think you should rethink the whole program and logic of your app.....It's so crazy to know that have 500 big images per active object...

    I think that you could use different frames...
    Yeah, that's an interesting idea, I just have to figure out how to implement it. I've never used INI or Active Pictures before, so I'm kind of clueless about it. This active object thing was actually an attempt to restructure the app because I realized that having a comic per frame would mean I'd end up with hundreds of frames (which is how I originally structured it). I thought by consolidating the comics into one frame it would make things easier, but I hadn't considered the memory issues. I'm gonna test to see if the app works at all even with a single comic, because I actually haven't tested that yet, so it might be a problem with the code or something. But if I'm able to squeeze maybe five comics into a frame, that would reduce the amount of frames by five, which is something. I'm definitely looking for any possible solutions to this because I'm so close to being finished and now it looks like I have to go back to square one.

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