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hyperPad

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  3. Optimisation Tips

Optimisation Tips

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  • MurtazaM Offline
    MurtazaM Offline
    Murtaza
    Admin
    wrote on last edited by
    #4

    One often overlooked thing with images, is keeping the blank space to a minimum. What I mean by this is if you have say a ball that is 128x128 pixels, to crop it as close as possible with minimal transparent space around it.

    So don't have a 128x128px ball with a blank 1024x1024px canvas around it.

    SplitMindGamingS 1 Reply Last reply
    2
    • Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #5

      Idk if this tip comes under optimisation, but...
      If you're using timers for every frame, as of the current version now I think it stutters a little bit (for example if you use timer 0s move an object a bit, it doesn't move smoothly). If you want it to be more smooth, use 0.0166666666666666 instead of 0.

      1 Reply Last reply
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      • MurtazaM Murtaza

        One often overlooked thing with images, is keeping the blank space to a minimum. What I mean by this is if you have say a ball that is 128x128 pixels, to crop it as close as possible with minimal transparent space around it.

        So don't have a 128x128px ball with a blank 1024x1024px canvas around it.

        SplitMindGamingS Offline
        SplitMindGamingS Offline
        SplitMindGaming
        wrote on last edited by
        #6

        @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

        Aidan_FireA MurtazaM 2 Replies Last reply
        0
        • SplitMindGamingS SplitMindGaming

          @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #7

          @SplitMindGaming There should be other apps out there for that. HyperPad is for programming, not image editing. Except of course if we can make our own image editors :P

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          • SplitMindGamingS SplitMindGaming

            @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

            MurtazaM Offline
            MurtazaM Offline
            Murtaza
            Admin
            wrote on last edited by
            #8

            @SplitMindGaming said in Optimisation Tips:

            @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

            When importing animation frames hyperpad already does this already. It crops and removes all the white space and rotated and positions everything on the sprite sheet to be fully optimized and reduce space.

            SplitMindGamingS 1 Reply Last reply
            1
            • MurtazaM Murtaza

              @SplitMindGaming said in Optimisation Tips:

              @Murtaza is it possible to have the graphics editor find the closet crop possible automatically with a push of a button? Or even have this as an Import feature such as when you import an imager bigger then 2048 hyperpad asks you if you want to resize it. This close crop feature was actually a feature in the kwiksher plugin software i used to make for games.

              When importing animation frames hyperpad already does this already. It crops and removes all the white space and rotated and positions everything on the sprite sheet to be fully optimized and reduce space.

              SplitMindGamingS Offline
              SplitMindGamingS Offline
              SplitMindGaming
              wrote on last edited by
              #9

              @Murtaza oh nice.

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              • SplitMindGamingS Offline
                SplitMindGamingS Offline
                SplitMindGaming
                wrote on last edited by
                #10

                Do you guys know if its better to just have all the coding into one object label? Would this increase performance? Also what are the rules for empty objects. If i use a large 1000 by 1000 empty object would that decrease performance or are empty objects written in code and it doesnt really matter how big they are.

                Aidan_FireA 1 Reply Last reply
                0
                • SplitMindGamingS SplitMindGaming

                  Do you guys know if its better to just have all the coding into one object label? Would this increase performance? Also what are the rules for empty objects. If i use a large 1000 by 1000 empty object would that decrease performance or are empty objects written in code and it doesnt really matter how big they are.

                  Aidan_FireA Offline
                  Aidan_FireA Offline
                  Aidan_Fire
                  wrote on last edited by Aidan_Fire
                  #11

                  @SplitMindGaming I think sometimes it can be better to have all your coding in one object, but it depends on what is happening. If you're spawning in lots of objects, it's more efficient to have as few behaviours inside the spawned objects as possible.

                  I'm pretty sure big objects are ALWAYS laggier than small objects no matter what type they are.

                  SplitMindGamingS 1 Reply Last reply
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                  • Aidan_FireA Aidan_Fire

                    @SplitMindGaming I think sometimes it can be better to have all your coding in one object, but it depends on what is happening. If you're spawning in lots of objects, it's more efficient to have as few behaviours inside the spawned objects as possible.

                    I'm pretty sure big objects are ALWAYS laggier than small objects no matter what type they are.

                    SplitMindGamingS Offline
                    SplitMindGamingS Offline
                    SplitMindGaming
                    wrote on last edited by
                    #12

                    @Aidan-Oxley what about particles. Would you say a full screen particle system such as snow effect will lag the system?

                    MelideM Aidan_FireA 2 Replies Last reply
                    0
                    • SplitMindGamingS SplitMindGaming

                      @Aidan-Oxley what about particles. Would you say a full screen particle system such as snow effect will lag the system?

                      MelideM Offline
                      MelideM Offline
                      Melide
                      wrote on last edited by
                      #13

                      @SplitMindGaming In one particle effect, if you set the particles to spawn over a 1000, it can affect performances. Also if you set the size of the particles to the maximum. I rather like making snow effects with not a lot of particles ( like 200 ) and make them small but still visible. I also think that the blend mode of the particles can somewhat affect performances but I'm not sure.

                      1 Reply Last reply
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                      • SplitMindGamingS SplitMindGaming

                        @Aidan-Oxley what about particles. Would you say a full screen particle system such as snow effect will lag the system?

                        Aidan_FireA Offline
                        Aidan_FireA Offline
                        Aidan_Fire
                        wrote on last edited by
                        #14

                        @SplitMindGaming Each single particle (as in one of the objects making up the particle animation) causes way less lag than actual objects, otherwise the same rules apply to particles, more particles or bigger particles will cause more lag.

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