Questions related to images, including creation and modification

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1
vote
2answers
922 views

RGB values from image into a one dimension array in c# [closed]

I was wondering if there is a was a way to read rgb values from an image into a one dimensional array in C#. If it doesnt make sense, in java I would do something like this. int[] pixels; ...
0
votes
3answers
618 views

Loaded Images are upside down

I'm using SharpDX Toolkit and load a png file with SharpDX.Toolkit.Graphics.Texture.Load(GraphicsDevice, Stream) If I apply the texture to another texture it's drawn upside down. The texture is: and ...
1
vote
0answers
2k views

Drawing and rotating bitmaps (with transparency) efficiently in Android

I just started making a game for Android and I'm already having some issues regarding performance. You can imagine the game as being some kind of Tower Defense game with a top-view, and the enemies ...
-2
votes
1answer
463 views

Cannot instantiate the type Image java?

public Image images[] = new Image[20]; for(i=0; i<10; i++){ images[i]=new Image(getClass().getResource("/images/"+i+".jpg")); } I am trying to add images to array but it gives the ...
37
votes
5answers
1k views

Best Way to allow players to “Dye” images without losing color quality?

I am creating a 2.5D isometric (2D images) game. I want the players to be able to "dye" their armor, clothes, and other things. I find that grayscaling everything leads to losing out on some of the ...
2
votes
2answers
223 views

Should I create generic bitmap/sound/et cetera wrappers for Allegro?

Basically, I have been writing a game in C++ using Allegro. I mostly just use the library to draw bitmaps, draw text, and play audio. My main concern as the game continues to grow code-wise, is that ...
1
vote
2answers
3k views

SFML: Generate a background image

I want to generate a background, which is used in the game, on every instance of the game based on certain conditions. To do so, I'm using a sf::RenderTexture and a sf::Texture like this: ...
6
votes
1answer
246 views

Can SFML load anything other than RGBA8888? (RGBA4444, RGB565, etc.)

I can't see this mentioned in the documentation. Am I missing something obvious? Or does SFML really give you no option, forcing everything to be loaded as RGBA8888? Searches on Google and the SFML ...
3
votes
1answer
452 views

Javascript tile map -> bitmap or JSON

I would like to know which idea is better in terms of performance. The map is 5000x5000 tiles and I plan to expand it even more. It is split into 50x50 regions and camera doesn't move with player, ...
0
votes
1answer
221 views

Is there a need to set the parameters again when updating a texture?

Suppose that I'm developing the class COpenGLControl here in code guru to use it for showing a 2D texture in an MFC CPictureControl. and after applying some filters on the image, I will update the ...
8
votes
3answers
795 views

Why is it possible to encounter a texture coordinate greater than 1 or less than 0

I'm studying a text about texture mapping and in the preparing to draw session, I read: Define the texture wrapping parameters. This will control what happens when a texture coordinate greater than ...
4
votes
1answer
562 views

How do I draw a zoomable image in OpenGL?

Up to now I have used glDrawPixels but since my image is a large geotiff one, I'm getting some horrible results for example: this is the code used for zoom extent: void ...
1
vote
0answers
147 views

Good Resolution for 2D Games [closed]

I am trying to figure out what is a good resolution for my 2D platform game. My images are 16x16 and my frame is 640x480 but I will allow it to be fullscreen also. I need a compatible resolution for ...
2
votes
1answer
4k views

Libgdx loading images

I can't find a sulotions that solves my problem, I've tried pretty much every tip I can find, but with no luck. Error : Exception in thread "LWJGL Application" ...
1
vote
3answers
2k views

corona sdk scale images

How to scale images to full screen on all devices, i want to use % The method I've seen so far is to define pixels image_variable_name = display.newImage( "testimage.jpg", 100, 300 ) I want to do ...
1
vote
3answers
144 views

Generating spritesheet(s) on load

I would like to reduce the size of the spritesheet I am loading by only loading the specific sprites I need. Is there a way to crop and splice images at runtime using javascript? Creating separate ...
1
vote
1answer
107 views

Black areas on different screen sizes

I'm currently facing some problems with sprites/images on different screen sizes. For now the game stage is stretched to maximum width and height of the screen. In Samsung Galaxy S2, SGS3 and SGS4 ...
1
vote
4answers
481 views

Changing color of a moving image without lowering the fps

I just added an option to my game that makes it so that all the enemies will have a random color for their clothes instead of the regular blue. I use this code to draw rectangles over the shirt of the ...
0
votes
2answers
536 views

How to reduce/handle image loading times?

I'm working on a 2D game that has very high resolution images (so that things look good on Retina MacBooks and such), and am seeing a noticeable lag caused by image loading. I notice the strongest ...
1
vote
1answer
447 views

Is this the best way to do sprite sheet animation? [closed]

I would like to make my player animate via a sprite sheet. I looked online and there are many different ways; I want to know what is the best way. Which method will allow me greater flexibility when ...
0
votes
1answer
1k views

How do I programmatically remove an image's background color?

I have a sprite sheet (image) and want to draw it on screen. image = sprite sheet image x = player x position y = player y position width = player width height = player height public ...
1
vote
2answers
1k views

Why cant I use slick-util with image IO and bufferedImage

My problem is that I get errors when I use texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("TEXTURE PATH HERE")); it gives me these errors: Exception in thread "main" ...
1
vote
0answers
74 views

Another Question from the Image Efficiency for Memory Handling [closed]

At this topic, "Which image format is more memory-efficient: PNG, JPEG, or GIF?", one of the fellow Game Development community @Panda Pajama told about the complex concept about image memory handling ...
58
votes
5answers
20k views

Which image format is more memory-efficient: PNG, JPEG, or GIF?

Which image format is more efficient to save memory? PNG, JPEG, or GIF?
1
vote
2answers
429 views

Filtering (e.g. Gauss blur) on seamless textures but without border artifacts?

I am looking for a way to apply (Photoshop, Gimp etc.) filters to seamless textures without the usual border artifacts. The kernel of the Photoshop Gauss filter for example does not wrap around the ...
0
votes
2answers
223 views

Images not rendering in Slick

I have built a game that uses the Slick framework. The maps are tmx files and were built using TileD. The game iterates through a list of players and maps - once a game with a player and map is ...
1
vote
4answers
992 views

What is a good way to load more than a million images for a collectible card game?

I'm using C# with MonoGame and I'm wondering what would be an efficient way to load more than a million card images for a collectible card game. More cards would be continuously added in future ...
3
votes
1answer
491 views

Pygame performance issue for many images

I've made a script for generating a game world based off of image pixel data. Trying to make a python map editor My progress so far has resulted in a program which loads an image and draws sprites ...
2
votes
1answer
204 views

Getting an images rgb value at click

I'm not sure if this is at all possible, but maybe it will spark up an interesting conversation. (Sidenote: working on a small game in Löve). I'm making an archery shooting kind of game, and I was ...
2
votes
1answer
194 views

AngelCode's Bmfont about widths

In AngelCode's Bmfont is there a way to make it so that all of the widths are equal?
3
votes
2answers
2k views

Splitting a texture atlas into seperate images [duplicate]

Possible Duplicate: How to decompose sprite sheet I'm doing a port of an existing game and the designer no longer has all of the original art; he only has the resulting texture atlases he ...
5
votes
1answer
396 views

Rendering scaled-down card images

I have high-quality SVG card images, but they drastically lose their quality when I downsize them. I have tried two ways of rendering cards (using Inkscape and Imagemagics): 1) Render SVG to high-res ...
1
vote
2answers
657 views

Recommended formats to store bitmaps in memory?

I'm working with general purpose image rendering, and high-performance image processing, and so I need to know how to store bitmaps in-memory. (24bpp/32bpp, compressed/raw, etc) What is the "usual" ...
1
vote
1answer
300 views

Absorbtion 2d image effect

I want to create a specyfic 2d image effect. It consists in modifying a sprite so it looks like it is being zoomed to a point or "absorbed" by that point. I'm not really sure what is the technical ...
7
votes
3answers
2k views

Storing a Hex Grid

I've been creating a small hex grid framework for Unity3D and have come to the following dilemma. This is my coordinate system (taken from here): It all works pretty nicely except for the fact I ...
4
votes
4answers
535 views

Can a high FPS negatively affect how a program runs?

Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed. Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some ...
1
vote
0answers
483 views

How to code a 4x shader/filter which emulates arcade crt display behavior?

I want to write a shader/filer probably in adobe Pixel Bender that will do the best job possible in emulating the fill of an oldskul monochromatic arcade CRT screen. Much like this here: ...
6
votes
2answers
2k views

OpenGL 3.0+ framebuffer to texture/images

I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow. Can you suggest a more efficient or just an alternative way for just copying what is ...
1
vote
1answer
605 views

Lost transparency in SDL surfaces drawn manually

I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have ...
-1
votes
1answer
1k views

How do I increase the size of a buffered image to the left and upwards?

I need to know how to increase the size of my buffered image to the left and up, not just the right and down. bI = new BufferedImage(yMax*size*5, xMax*size*5, BufferedImage.TYPE_INT_RGB);
2
votes
1answer
168 views

Multiple images written and read from one meta-file?

Short version: I need a way to store multiple image files in one bigger file, to be used using C#, preferably easily compatible with XNA. The files will be read, written to, but also adaitional files ...
-1
votes
2answers
202 views

Dealing with new animations in html5

Wish I knew of a better title, but the issue is rather specific. So the producer of the game I'm working on has given me new animations to put in the game. I knew there might be issues right off when ...
2
votes
2answers
364 views

there is a BLOB standard to store images in memory?

I would like to abstract all the images in memory, to do so i would like to have just 1 format of reference without talking about the usual file formats for the filesystem like JPG, TGA, and so on. I ...
3
votes
1answer
423 views

What algorithms exist for generating collision geometry from an image?

I am currently working on a game using SFML and Box2D. I am interested in generating collision geometry from the sprite data that I load into SFML. So, for example, an algorithm that would do this ...
2
votes
1answer
115 views

How to combine image with a gradient? Or make it more featured in a different way

I generate an abstract 128x128 image, that is in general two-color (it uses values scaled between "blue" and "white", or other similar color pair). I need to make the image more "featured". ...
2
votes
2answers
1k views

Best practice for image compression

Which is the best format or best technique to compress images without loss of quality for iPhone/iPad games?
42
votes
7answers
3k views

Managing text-maps in a 2D array on to be painted on HTML5 Canvas

So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the ...
5
votes
1answer
264 views

Split Texture2D Across Line

Background I'm using a texture as a damage map represented by an array of floats for displaying damage effects on a space ship in a process. An upside of this is being able to 'slice' ships in ...
0
votes
1answer
2k views

Slick2D - Cannot instantiate the type Image

I am getting this strange error and I cannot for the life of me figure out why: Cannot instantiate the type Image CODE: import java.awt.Image; import org.newdawn.slick.GameContainer; import ...
0
votes
2answers
181 views

DrawImage doubt

What is the best option for animation in a game (HTML5 Javascript)? Put all the images in one png and change the background. Or create each image separately and draw with DrawImage?