graphics size best practice

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Post » Thu Sep 19, 2013 5:14 am

hi guys
so when creating a game thats primarly going to be for iPad, whats the best way to create graphics....do you want to create the graphics/sprites in the same pixel size that you intend to have on screen? or can you create the original art at any large size, then resize when you create the sprite within c2? for example, i have a png graphic that was created as 1000x1000. i import into the layout and then resize it to the size that looks right. if i resize to 40x40 in c2, is it wasting memory or does c2 actually only use the resized smaller graphic?

the reason i ask is when laying out the game, i dont know exactly the size i want to sprite to be and may have several sprites that use the same png file but are just different sizes.....can i use the same png file and resize in the layout or is it better to figure out what size you want and then make the png file that size?


thanks!
Dan
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Post » Thu Sep 19, 2013 6:29 am

[QUOTE=danno55]if i resize to 40x40 in c2, is it wasting memory or does c2 actually only use the resized smaller graphic?
[/QUOTE]
Yes, construct will load the full-res image to memory. You don't need to make a sprite 1000x1000 if the end sprite will be resized to 40x40. Just make sure it is at least as big as size you want in game.
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