MovieClip / SpriteSheet (optimization)

Hello!

I have an animation of 50 images with "movieClip" library because with a "spriteSheet" library I can't fit these image to screen, it's displays too small...

But, with movieClip and 50 images in the animation consumes a lot of memory.

How I can optimize an animation with movieclip library to consume few memory and size of app.

Sorry for my english! :P

Thanks!

i dont understand problems with spriteSheet, its basically advanced version of movieClip

It's easy, if you use a sprite sheet of an animation with a lot of moves, this sprite it will show too small!!

I'm not understanding either
maybe post some code/images

I'd like to see some code and images too - the size of the sprite shouldn't change.

It's easy but maybe didn't understand me with my bad english :(

I have a flash animation with some movements, that if I cut in parts there are 50 images (photograms)

If I create with these images a spriteSheet, the animation it will see too small because there are a lot of images to complete the animation in sprite's PNG image, but If I put like a movieClip I can set the original size of image with great image quality because each image has the original size (for example 200x500)

I do this because I'm interested to fit the animation at screen without losing image quality. (If I use a spriteSheet the only way to increase is scaleX and scaleY with losing quality of image)

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
animation = movieclip.newAnim({
   "animation01.png",
   "animation02.png",
   "animation03.png",
   "animation04.png",
   "animation05.png",
   "animation06.png",
   "animation07.png",
   "animation08.png",
   "animation09.png",
   "animation10.png",
   "animation11.png",
   "animation12.png",
   "animation13.png",
   "animation14.png",
   "animation15.png",
 
   ...
 
   "animation50.png"});

So wait - what you mean is that you're making a small sprite sheet because it will go over the size limit otherwise? Corona isn't resizing anything?

With 50 images at 200x500 a lot of memory would be used, yes. Multi sprite sheets might be a bit better, although that many images at that size is never going to be light on memory usage.

Peach

But with sprite sheets if the max size PNG is 2048x2048 the animation will be too small in there.

When I display at device I need to scale with scaleX and scaleY to fit at screen but lose a lot of quality.

I put an example with an image of Internet:

I would like to display an animation, I use movieClip to fit at screen, the problem is that the animation has 50 photograms, but it seen like this:

(made with 50 images in newAnim function with movieClip library)

Why I didn't use spritesheet?
Because If I create the PNG sprite sheet (with 2048x2048)...

Later, at the moment to display in device it seen like this:

(made with the original spriteSheet)

When I scale it to fit at screen lose a lot of quality:

(made with the original spriteSheet scaled to screen)

My question is how I can optimize movieClip library or how is the better option to display an animation in original size (big size, fit to screen)

Thanks!
¡Gracias!

what is the file size of your images
what are you using to save them

views:1458 update:2011/11/10 9:30:09
corona forums © 2003-2011