The "right" way of doing backgrounds in C2?

Discussion and feedback on Construct 2

Post » Sun May 12, 2013 4:16 pm

@Alcemon My whole game is 7mb, though I could probably get that down to 5mb if I fixed a few plugins so I could minify the script. Performance is great across the board - physics bottlenecks way before sprite count.

I'll write my post up as a tutorial next week :)
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Post » Sun May 12, 2013 9:32 pm

Thanks a lot
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Post » Mon May 13, 2013 12:59 am

@thehen thanks for the explanation - very interesting
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Post » Sat May 18, 2013 7:07 am

@thehen Your graphics really are beautiful and your up-scaling of sprites to make them out of focus really is a revelation.

The thing I don't understand is (and I read Tom's blog) that while using lots of small images saves a great deal of memory, doesn't it cause massive overdraw issues? How well does this method work on mobile, where it's best to keep to a 3-draw limit?

If a background layer is overdrawn but stays static, is it redrawn every tick or held in memory as 1 image? Maybe @Arima will be able to help answer this. Thanks
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Post » Sat May 18, 2013 10:29 am

@thehen,

Really helpful explanation, with an upcoming tutorial to follow! Where the heck do you find the time to do it all? :)

Nice work!
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Post » Tue Aug 20, 2013 9:07 am

Nice info! Tutorial is a good idea.
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Post » Thu Aug 17, 2017 6:29 pm

I'm importing png images to the background but they get a fine line in the transparent part of the image when I use them as tiled background, has anyone had it?
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Post » Fri Aug 18, 2017 9:35 am

luck1210 wrote:I'm importing png images to the background but they get a fine line in the transparent part of the image when I use them as tiled background, has anyone had it?

I don't think I encountered the problem before, but showing a screenshot of the problem might get you help faster.
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