Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Does the 1024 limit apply to sprite sheets using the LoadSubImage command?

Author
Message
ProfVersaggi
12
Years of Service
User Offline
Joined: 6th Apr 2012
Location: Maastricht Netherlands / Chicago, USA
Posted: 19th Feb 2013 16:34
I'm curious about that and if the LoadSubImage can effectively be used in sprite Animation creation?

----
From the Desk of Prof Versaggi ...
TrezSoft
AGK Tool Maker
11
Years of Service
User Offline
Joined: 8th Nov 2012
Location: UK
Posted: 19th Feb 2013 16:43
Depends on the target platform the 1024 x 1024 limit is a best practice for Android devices as many devices will not handle larger images.

Yes you can use the subimages to construct animations, simply load the subimages and use AddSpriteAnimationFrame to build up the animation.

In most cases you will end up with a little more code to load the animations but you can save big on memory if you pack the Atlas images well.
baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 19th Feb 2013 20:31
Yes, it is device specific of course. The best method would be to have several versions of the image 1024 and 2048 for example and use getDeviceName() to decide which image to use.


this.mess = abs(sin(times#))

Login to post a reply

Server time is: 2024-05-02 15:19:28
Your offset time is: 2024-05-02 15:19:28