@ramones - from Performance tips
[quote]Common misconceptions ... Image formats (e.g. JPEG, PNG-8, PNG-32) affect the download size but have no effect on runtime performance (they are all decompressed to 32-bit bitmap on startup).[/quote]
Setting an image format affects the transmission of the file over the network, but has no effect at all at runtime.
@Tobye - From Best practices
[quote]Memory use ... Some designers are tempted to design entire levels as single large images, for example 10,000 x 10,000 pixels. This method should be avoided at all costs... (snip)[/quote]
The section goes on, and you should read it all. In other words, as much as you might like to design your game by drawing the entire layout as a single image, you really shouldn't. From a memory use point of view, it's the worst way you can possibly design a game. If you cover your whole 10,000 x 8,000 layout with unique image content, it will use over 300mb of memory
. This means you'll need a desktop with at least a 512 MB graphics card to even start the game up, which rules out a lot of common computers, and all mobile devices. And that's just the background before you've even started the rest of your objects and animations! You could end up with a game that won't run anywhere except the most powerful gaming systems.
For this reason, in practice nobody designs games like that. Use tiled backgrounds and creatively recycle a smaller set of images. Even pro commercial games use that approach!Ashley2013-04-10 22:32:52