Background or tiled background.

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Post » Sat Jan 19, 2013 8:54 pm

I only need a single image (non-tiled) for background in my game.
Should I still use the tiled background object?
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Post » Sat Jan 19, 2013 10:48 pm

If it's just a static background that will never change, then you don't need tiled background. Unless you want some image to be repeated within that one background image.
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Post » Sun Jan 20, 2013 1:08 am

Yeah ! But don't forget that big images take more space and more performance than tiled-backgrounds with the same size ! So If you want stable performance and big backgrounds or terrain , I suggest multiple objects or 1 tiled-background !
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Post » Sun Jan 20, 2013 1:46 am

[QUOTE=Whiteclaws] Yeah ! But don't forget that big images take more space and more performance than tiled-backgrounds with the same size ! So If you want stable performance and big backgrounds or terrain , I suggest multiple objects or 1 tiled-background ![/QUOTE]


I doubt a big image by one sprite causes peformance... i don't think it's real.


Only the count of sprites may vary the peformane
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Post » Mon Jan 21, 2013 7:52 am

The background image is double width of the windowsize, so it does need to scroll a bit.

I come from multimedia Fusion.. And here you can chose from "active object" (which is a sprite) and "background image" (which I dont know what is technically) But background takes less resources than a sprite.

It that the same way in Construct?

Is there an alternative to tiled background which is not a sprite?WizLore2013-01-21 07:55:41
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Post » Mon Jan 21, 2013 11:43 am

If your background is tileable and and you can create a 512x512 tileable background instead of a 512x1024 sprite, then the best performance will come from the tileable background.
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Post » Mon Jan 21, 2013 10:24 pm

Thanks for your replies.
So I will just use a plain sprite for my background as it is not supposed to be tiled, and there is no other alternative!... Hope I got it right! :)WizLore2013-01-21 22:26:49
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Post » Sat Mar 09, 2013 6:04 pm

Damn, I have to steal this topic...
What about a static background like in Battleheart or in Final Fantasy's combat system (old ones 4,5,6, etc.) and similar games?

Should be better to use the full image as tiled backgound, as a sprite or should i strip this background image into tiles and use tiled background forming again the image? This sounds like a pain in the back.. but if it helps with performance i will take that route.

Sorry for the topic stealing!
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Post » Mon Apr 15, 2013 10:32 am

I have been reading around and the general consensus is that if you can use tiled backgrounds / maps / levels then you should by all means use them. Here is an explanation I found useful:

"So, you want to put nice background into your game, but the picture would be too large and make game very slow. What to do? Slice the picture into tiles!
...
If you slice up the picture and reuse same parts in different areas, you have created the tiles. The big picture has much bigger filesize then tiles.
Other nice feature about tiles is, when you might want to replace part of your background, then you dont have to redraw everything, you can only replace 1 tile. You can reuse the tiles with different objects too. For example you might have tile with grass and another tile with flower on the grass, then you can take same grass background and only draw the flower."

Original source: http://www.tonypa.pri.ee/tbw/tut00.htmlSpecter19812013-04-15 10:33:05
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