Hi all,
My partner and I are developing our first game, a turn-based strategy game targeting the iPhone4, and have some questions regarding how to best use the new imageGroup and imageSheet functionality; specifically with sprites.
Since it appears that display groups do not feature automatic culling (unlike image groups), we would like to take advantage of image groups wherever possible. Our current plan for group structure is as follows:
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populate tilemap, insert all tiles into a tileMap imagegroup. Then, insert this imagegroup into a world display group we’re calling worldGroup. This is working just fine so far.
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populate sprites over tileMap and insert sprites into their own imageGroup so that they cull correctly off screen without manual implementation which we understand was something of a pain in the past. After that, we would insert the sprite image group into the (display) worldGroup.
As we understand it, all objects in an imageGroup must come from the same imageSheet. However, as we have 10 characters worth of sprites in our game, each with 16 unique animations, we could only possibly fit a single character’s animations onto an imageSheet in compliance with the iphone4’s 2048x2048 image size limit.
We’re trying to figure out what our options are. Would it make sense to try and put all instances of a single character type into a single image group, or should we reserve imageGroups for environment and background tiles? It seems like using imageGroups for sprites would yield the greatest performance benefits, but it seems very difficult to do with device limitations. Is there something we are missing?
We greatly appreciate any assistance. [import]uid: 144846 topic_id: 25895 reply_id: 325895[/import]