New answers tagged spritesheet
With a standard setup you'll use 32 bit per pixel, that is 4 bytes. So each of your frames requires 614400bytes, 89 frames use 52MB. You could reduce the amount by factor 2 if you switch to 16bit RGB565 for RGBA4444 format - that is not GPU dependent. ETC1, PVRTC 2bbp/4bbp, DXTC are platform specific. Your software might not run on all kinds of GPUs. ...
Just remember that unless you are using gpu compression (Which PNGs don't support), all of your images will be uncompressed in ram. Also, your animation seems pretty standard. Remember that as long as everything fits into ram, you're only drawing what you see so performance shouldn't be an issue
The way a computer draws to the screen is very different to say... how we draw on a piece of paper. The computer actually is flipping bits on a memory array, called the video memory. This memory array happens to be represented on the screen as an image a human can understand. With this in mind, let's start: When you draw a sprite—several times, on different ...
Start the sprite with the first frame: auto someSprite = Sprite::createWithSpriteFrameName("run_1.png"); Pay attention to the code you use for creating the animation: You are adding frames 2-10. That's ok if it's a single shot animation. I assume that you want to repeat the animation - just from the name "run". You'll have to add frames 1-10 in the for ...
You need to ether go to Adobe fireworks or Paint But if your doing paint your also going to need paint.net! becuase if you use paint its going to have a background so once you open that sprite in paint.net you can take the background away its really simple but if your worryed about textures like in games you have to make your own.
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