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I recently had an animated logo done in Flash for Deen Games. I need to display in all my Silverlight games. The problem is, the logo is about ~8 seconds long (205 frames); if I export all the images as even JPEGs, the result is almost 3.5MB of content (more than the game itself).

I tried exporting as various formats (PNG, JPG, GIF, etc.) but nothing is small enough. What are my options? How can I incorporate these into my game without blowing up the file size?

There's always the option of "recreate it in-game with animation/rotation/etc. as it is now) but that's tons of work and I'd rather avoid that.

And no, just a static image is not good enough!

Edit: Exporting as a movie (AVI, MPEG) won't work since XNA doesn't support movies at this time.

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3 Answers 3

You can export them as a series of images (I would recommend the highest quality you can), compress them into a video file and import the video file into Silverlight. I believe this will have a smaller size than the set of images, especially if you choose a good encoder (like x264).

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This might become a problem if I go multi-platform tomorrow; Android is on my radar too. –  ashes999 Sep 4 '11 at 18:37
4  
"Playing a movie" is pretty multiplatform. –  Tetrad Sep 4 '11 at 18:42
    
This still produces huge files, and XNA doesn't support movies at this time (unless I'm mistaken; I'm using SilverSprite). –  ashes999 Sep 13 '11 at 10:50
    
I haven't played a video myself, but according to this: msdn.microsoft.com/en-us/library/bb417503.aspx#ID4EIFAC XNA 4.0 supports video playback. A quick search revealed that video playback started at 3.1: google.com/search?q=xna video playback –  pek Sep 13 '11 at 12:06
    
The videos are 2-3mb. It's not worth it when my game is ~2MB. –  ashes999 Sep 15 '11 at 23:40

There's at least one application that claims to do this:

SilverX

I haven't used this so I don't know how good or cost effective it is. However, as you've only got one animation to convert it might be good enough for a short term solution.

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up vote 0 down vote accepted

Flash SWFs are small because graphics are vector and only animation diffs are stored. What this means is that you should recreate your animation in your platform. Anything else will requier redundant storage and a huge file-size.

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