How do I manage a huuuge background image ?

Get help using Construct 2

Post » Mon Sep 22, 2014 7:19 pm

I see :)

AAASSHHLEYYY we need ur help !:) can U give us a few tips ?

thanks :)
B
37
S
16
G
2
Posts: 447
Reputation: 4,865

Post » Mon Sep 22, 2014 8:21 pm

a single pixel wide image will not consume too much memory if tiled that way. tiling is just a rendering issue and pretty fast at that.

it's not the same as having a 10K*20K image prepared and you are only showing part of it. that doesn't count as an off-screen object as it is partially on screen and thus must be rendered/handled.

I think the big question is as Ashley said ... design your game better.. what are you trying to achieve

someone else also suggested the debugger... it's pretty useful.. as is the simple memory usage counter at the bottom of the C2 window... have a try about just creating a single color image and stretch it as you need to... see how much memory it takes.. run a few tests with your tiles and see how fast it runs. experiment a little.

however I suspect that with clever use of parallax and layered images/sprites you can get all the effects that you want.

R
B
7
S
3
G
1
Posts: 184
Reputation: 1,352

Post » Tue Sep 23, 2014 4:46 am

thanks :) I will try that
B
37
S
16
G
2
Posts: 447
Reputation: 4,865

Previous

Return to How do I....?

Who is online

Users browsing this forum: gskunk, tarek2, TRMG and 38 guests