What's the best way to make 2D sprites look more 3D?

New releases and general discussions.

Post » Mon Sep 08, 2008 7:01 pm

[quote="deadeye":3qikl2ce]It won't take up any more resources than cutting the image up into several chunks, and it's much less a pain in the butt.[/quote:3qikl2ce]

Oh wow, really? I wasn't aware of that. So is that also true of 3D boxes or are they handled differently?
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Post » Mon Sep 08, 2008 11:53 pm

It's the same with the 3D boxes. In fact, I'm pretty sure it's the same with all objects. Once an object is added to your .cap, you can add as many instances of that object as you like and your filesize isn't going to go up any appreciable amount. It will a little bit, just for the information on where to place it, what UID it is, and such... but we're talking a matter of bytes.

Runtime is a different story, but as long as you don't have a metric crapload of 5mb .pngs with alpha flying around your screen at HD resolutions you're probably not going to see much in the way of a performance hit.

In other words, you don't have to worry too much about it.
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Post » Tue Sep 09, 2008 8:42 am

It's much easier to separate objects into multiple instances or groups of objects (such as arms, legs for a big model) than one instance with lots of animations. Shouldn't cause any slow down either.

You'd want to be careful though with large images as deadeye said; 5mb pngs take a long time to load at runtime into vram.
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