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Thread: Struggling with game size because of animations

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    redpandagames's Avatar
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    Struggling with game size because of animations

    I have dozens of special effects. Some are full screen 800x600 and some are 128x128. I need to animate them on alpha because they happen in a lot of different scenes.

    Should I use a sprite sheet?

    So far, the best way I have found is to cut every other frame and then import them as objects on separate frames after compressing them through PNG Gauntlet, but there must be a better way.

    The biggest issue is the size and the loading time. Also, loading the objects on call and not creating them at the start isn't really that helpful, so how do people run RPGs with a hundred different spells? All of those objects would have to be included in any scene unless you shuffled around to different scenes to render the different effects.

    Tips, please!

    Also, I would like to port to SWF and Android eventually, so I don't really want to use extensions nor the animation object.

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
    Francois's Avatar
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    SWF and Android use mosaics to store the image : its reduces the loading time by a factor of 10.

  3. #3
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    redpandagames's Avatar
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    Quote Originally Posted by Francois View Post
    SWF and Android use mosaics to store the image : its reduces the loading time by a factor of 10.
    So, is a giant sprite sheet worse than a ton of imported objects? I thought there must be some sort of best practice.

    Also, do you guys know that if you resize an object within MMF2 (to make it larger), it bloats the file size? This is part of why I was having so much trouble. I got really suspicious when the standalone exe doubled on me for no apparent reason. I am assuming that if I "scale" it instead, it won't do that, but I thought that MMF2 pulled from the source file to make the build.

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