AAAH! I NEED MORE MEMORY!

I am making a iPad3 adventure game that use the highest resolution of iPad3…

Recently I noticed that I have problems of animations quickly racking-up texture sheets much more huge than 2048x2048, because the frames themselves are already quite big.

Someone has any clue or hint on how I do a highly animated high-res adventure game? [import]uid: 142895 topic_id: 27375 reply_id: 327375[/import]

Implement a curve-based animation system, similar to how 3D animation is done? You can check out a tool called Spriter which does just that. Maybe there’s already a Corona implementation floating around. [import]uid: 82003 topic_id: 27375 reply_id: 111241[/import]

By highly animated, do you mean like a lot of the overall scene is moving and animating? For example, a “forest” scene has moving trees, clouds, falling leaves, shadows shifting, etc.? If so, your best bet is to separate much of this into more manageable (texture size) layers, i.e.the sky is one sprite, the trees are another, etc.

Also take advantage of Corona transitions. Scrolling clouds could be non-animated objects that are sent moving via a transition.

Finally, you could really enhance the scene with a tool like Particle Candy, turning things like falling leaves or snow into particles.

Those are just a few ideas to minimize texture sizes. Best of luck, hope you get it working. :slight_smile:

Brent Sorrentino
[import]uid: 9747 topic_id: 27375 reply_id: 111286[/import]

Highly animated means: Lots of animations with lots of frames.
For example, in our test we had a monkey that moved its tail and scratched its head.

This animation racked up 40 frames.

On the @4 version for iPad3, 5 frames did not fit 2048x2048 maximum texture that iPad3 supports…

And I heard iPad3 can only load about 3 of these files before running out of texture memory… [import]uid: 142895 topic_id: 27375 reply_id: 111332[/import]

It sounds as though you’re animating a large on-screen character?

I’ve often pondered this, because I’m using fairly small sprites at the moment and wondered what would be the best way if I wanted to have a huge, screen-filling epic boss or something along those lines.

Can you perhaps look at breaking up the monkey and only animating the parts that need to move - i.e if it’s moving its tail and starting its head, only have those parts in the spriteSheet and join them with a static image of the monkeys body?

I know back in the day (16-bit) devs like Konami had to use a similar approach when it came to making huge characters, I guess you kinda stitch the various components together to makeup a bigger character.

Also try to reduce the number of frames to an absolute minimum - on the game I’m working on at the mo our artist submitted somewhere in the region of 1000 frames for an animation that lasted barely a couple of seconds. I could reduce it massively to virtually only main keyframes and didn’t notice much of an affect on the overall animation.

I could be completely wrong with this advice, but would look forward to somebody wiser offering an alliterative approach - as it’s definitely something that has stopped some of my game concepts in the past. [import]uid: 33275 topic_id: 27375 reply_id: 111335[/import]