How big can we make a stage that's 100% Art before having perfomrance issues?

ozboybrianozboybrian PRO Posts: 2,102
edited November -1 in Working with GS (Mac)
I wanna make an endless stage. A big stage with lots of cool stuff.

Thanks for the help guys.

Comments

  • ozboybrianozboybrian PRO Posts: 2,102
    And is it better to save images as Jpg or Png?
  • calvin9403calvin9403 Member Posts: 3,186
    the best way is
    test on your device!!!!!!
  • calvin9403calvin9403 Member Posts: 3,186
    I use png for all my graphic
    you can try to use .raw if you are insane lol
  • ozboybrianozboybrian PRO Posts: 2,102
    I just meant since for most part the images won't consist of any transparency so thought Jpg might save space and time?

    Yeah I know I can test on device but thought maybe asking on forums would save time man : )

    Bless ya, tnx
  • calvin9403calvin9403 Member Posts: 3,186
    have you try to put .raw files in your game?
  • kapserkapser Member Posts: 458
    It's a scrolling ranomized scene right? I'm not sure how GameSalad works, but you simply have to delete actors once they are out of your screen to save memory and I guess it should be fine.
  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408
    gamesalad will convert all graphics to png anyways.
    don't use physics unless absolutely necessary, use interpolate as much as you can
    don't spawn/destroy anything
  • mynameisacemynameisace Hull, UKMember Posts: 2,484
    JPG seem like they are smaller, but (and GS converts to PNG, so not to worry) if you use a JPG in your app, the app converts al the images to PNG on runtime not at the build, so every time you run your app, it has to convert images and takes a lot longer.

    On your PGN, uncheck the transparency option so it is more optimised if you don't need transparency.

    Ace
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