Adapting photoshop skills to making game art?

Discussion and feedback on Construct 2

Post » Thu Jun 13, 2013 9:25 pm

Are you sure? I thought Ashley stated that all images were expanded to a square so it should be power of two with both sides matching.

Edit:
[quote=Ashley]Due to the way graphics processors work, images are usually actually held in memory in a power-of-two size (e.g. 128x128, 256x256, 512x512, etc).[/quote]
Also in the "Remember not to waste your memory" blog, only square sizes are mentioned.
I hope you're right as it would suit me better in the long run (I won't discuss how long I may have wasted re-drawing my images to use square tiles after being advised to do so...) Zantium2013-06-13 21:44:38
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Post » Thu Jun 13, 2013 9:38 pm

@Zantium I think it stores it as a 32x32 square if was 16x32 but can design it as 16x32.
I read that elsewhere here in the forums it isn't my own idea


forum post
that's from Ashley
Power of 2 sizes can almost be forgotten... they are only relevant with tiled images (so not Sprite images), and in the near future mobile devices will also support non-power-of-two textures, meaning power-of-two is finally irrelevant and makes no difference at all.

In the mean time, there's not really any performance difference, it just affects whether tiled images can tile with best quality, which currently can only be done with power-of-two images.DrGreenThumbCAN2013-06-13 21:46:47
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Post » Thu Jun 13, 2013 9:50 pm

Ah, right - I was busy editing my previous post. That sounds right, from what I understand then you could use 16x32 which would give you crisp textures that the engine doesn't have to resize on the fly but you'd waste memory as you'd be using double (a 32x32 sized imaged would have to be created in memory).

It would be more efficient in that case to draw it as a 16x32 then chop it into 2x 16x16 tiled and just add those in side by side, which is the route I've been taking.
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Post » Thu Jun 13, 2013 9:54 pm

You edited your post as I was editing mine.

Interesting that post from Ashley from last year, sort of contradicts the more recent ones.
Hmm, odd sizes would make it easier for my backgrounds, I'll re-work them then. ;)
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Post » Thu Jun 13, 2013 10:03 pm

I guess you can do that
seems a lot of work I really don't know if the memory difference would be worth chopping in 2 16x16 rather than 1 16x32
I have no idea if that is correct or not so don't take my word on it
Sadly, I haven't designed enough or created enough to test this
********NOTE*******
This is for sprites only, tiled backgrounds DO NEED STRICT power of two. so @zantium your backgrounds if using tiled backgroundplugin it would have to be power of twoDrGreenThumbCAN2013-06-13 22:09:05
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