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    Animated Full Background Image

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    • SplitMindGamingS
      SplitMindGaming
      last edited by

      Is it possible to have a full animated background image. Such as a gif image as a BG. Something very similar to how this looks like

      https://i.pinimg.com/originals/f7/5e/a1/f75ea1618a17a73cb48f951cbd9a0aab.gif

      Aidan_FireA 1 Reply Last reply Reply Quote 0
      • Aidan_FireA
        Aidan_Fire @SplitMindGaming
        last edited by

        @SplitMindGaming You could use a large scenery object that is in a background layer that follows the screen.

        SplitMindGamingS 1 Reply Last reply Reply Quote 0
        • SplitMindGamingS
          SplitMindGaming @Aidan_Fire
          last edited by

          @Aidan-Oxley yeah but can it be animated? Because i tried animating a background image but upon importing it to hyperpad to create the animation it says the sprite sheet exceeds 2048 x 2048.

          Aidan_FireA 1 Reply Last reply Reply Quote 0
          • Aidan_FireA
            Aidan_Fire @SplitMindGaming
            last edited by

            @SplitMindGaming That's a big sprite sheet. Don't import a sprite sheet for this one, import each image separately.

            SplitMindGamingS 1 Reply Last reply Reply Quote 0
            • SplitMindGamingS
              SplitMindGaming @Aidan_Fire
              last edited by

              @Aidan-Oxley yes ive noticed that. How does other game engines handle full 2d background images?

              1 Reply Last reply Reply Quote 0
              • MurtazaM
                Murtaza Admin
                last edited by

                Placing the imagine in the scene as a scenery object is not much different than using the "background image" functionality.

                If you use the play animation behaviour to play various "frames" you will get your desired look.

                SplitMindGamingS 2 Replies Last reply Reply Quote 0
                • SplitMindGamingS
                  SplitMindGaming @Murtaza
                  last edited by

                  @Murtaza but the thing is I cant use play animation because it tells me the spritesheet is bigger then 2048 x 2048. I actually also tried what aiden said about simply putting them in pieces and animating small parts of the image to replicate the look of the entire scene animating. The problem with this is that as you switch from different devices. The image wont be at its true position. For example i have a tree with animating leaves. The tree is static but i have little pieces of leaves that animate. When positioning them on the screen with my current view. Lets say the 4.3. Everything looks fine. But when switching to the ipad pro view. The leaves are no longer on its true position even with relative positioning on. How does other game engines handle this type of look? Ive seen games where backgrounds are parralax and the farthest image would be animating from an entire image. Such as the image i provided on the top. Imagine trying to animate that image i provided using bits and pieces.

                  1 Reply Last reply Reply Quote 1
                  • SplitMindGamingS
                    SplitMindGaming @Murtaza
                    last edited by

                    @Murtaza actually now i know what you mean. I was thinking to import them first as an animation. But if you import each graphic individually, then on the bg image select play animation and selecting the animated images frame by frame that works. My question now is will this cause some serious lag issues?

                    MurtazaM MelideM 2 Replies Last reply Reply Quote 1
                    • MurtazaM
                      Murtaza Admin @SplitMindGaming
                      last edited by

                      @SplitMindGaming said in Animated Full Background Image:

                      @Murtaza actually now i know what you mean. I was thinking to import them first as an animation. But if you import each graphic individually, then on the bg image select play animation and selecting the animated images frame by frame that works. My question now is will this cause some serious lag issues?

                      Exactly :).

                      I don't think it would cause any performance issues. Since the images will already be loaded into memory by that point.
                      But @Hamed may have a better idea on that.

                      1 Reply Last reply Reply Quote 1
                      • MelideM
                        Melide @SplitMindGaming
                        last edited by

                        @SplitMindGaming I think it depends on how many frames does your animation have. I remember that when I put like more than 20 frames with graphic that more than 1000px wide, it can lag and sometimes makes hyperPad crashed. Maybe it was in the past ( it happened before the app became a paid app ), but I just happened to play all the animations ( firstly to see if there was an animation in particular that cause lag ) and doing that before playing the scene has solved the problem for me.

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