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hyperPad

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  3. Optimizing objects

Optimizing objects

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  • MurtazaM Offline
    MurtazaM Offline
    Murtaza
    Admin
    wrote on last edited by
    #9

    How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

    StanicaS 1 Reply Last reply
    1
    • Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #10

      You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

      1 Reply Last reply
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      • MurtazaM Murtaza

        How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

        StanicaS Offline
        StanicaS Offline
        Stanica
        wrote on last edited by
        #11

        @Murtaza said in Optimizing objects:

        How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

        Each sprite is 2048x2048, scaled down to 10% with no transparency.

        @Aidan-Oxley said in Optimizing objects:

        You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

        I might take you up on that if I can't find a suitable fix.

        Aidan_FireA 1 Reply Last reply
        0
        • StanicaS Stanica

          @Murtaza said in Optimizing objects:

          How large are your graphics? and how much transparent space is there? Transparency really kills performance. You should try to crop as tightly around your objects as possible.

          Each sprite is 2048x2048, scaled down to 10% with no transparency.

          @Aidan-Oxley said in Optimizing objects:

          You should be able to have more than 60 objects out without having lots of lag. If you want to you could upload your project for me/anyone else to look at and see if they can help find causes of lag (my iPad is expert at this cause it's already laggy 😛)

          I might take you up on that if I can't find a suitable fix.

          Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #12

          @Stanica That's massive. If you can, scale down the actual image size so that your objects can exist at 100%. You should get the same quality images but way less lag.

          StanicaS 1 Reply Last reply
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          • Aidan_FireA Aidan_Fire

            @Stanica That's massive. If you can, scale down the actual image size so that your objects can exist at 100%. You should get the same quality images but way less lag.

            StanicaS Offline
            StanicaS Offline
            Stanica
            wrote on last edited by
            #13

            @Aidan-Oxley I'll try that or increasing their size to 20% so there are fewer objects on screen at once.

            Aidan_FireA 1 Reply Last reply
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            • StanicaS Stanica

              @Aidan-Oxley I'll try that or increasing their size to 20% so there are fewer objects on screen at once.

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

              @Stanica If your image editor allows it, scale your sprites down to 205 × 205 pixels, and then replace your objects with those and scale them to 100%. They should look exactly the same, I think. Yeah having fewer objects can help a bit, like if you can combine some tiles that don't do much from 2 or more separate objects into one, especially if they are background objects that don't move.

              StanicaS 1 Reply Last reply
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              • Aidan_FireA Aidan_Fire

                @Stanica If your image editor allows it, scale your sprites down to 205 × 205 pixels, and then replace your objects with those and scale them to 100%. They should look exactly the same, I think. Yeah having fewer objects can help a bit, like if you can combine some tiles that don't do much from 2 or more separate objects into one, especially if they are background objects that don't move.

                StanicaS Offline
                StanicaS Offline
                Stanica
                wrote on last edited by
                #15

                @Aidan-Oxley 👍

                SplitMindGamingS 1 Reply Last reply
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                • StanicaS Stanica

                  @Aidan-Oxley 👍

                  SplitMindGamingS Offline
                  SplitMindGamingS Offline
                  SplitMindGaming
                  wrote on last edited by
                  #16

                  @Stanica that has to be the problem right there. 2048 x 2048 for each sprite. Yeah I always try to make each of my object the exact size it needs to be without having hyperPad constantly tell the code to resize the image. The less instructions you can have hyperPad make. The better. Scaling it down to the actual size. Removing all the empty space borders. If you have photoshop the best way to really crop it perfect is to to go to file. Then export to layers. This will crop each image perfectly.

                  1 Reply Last reply
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                  • MurtazaM Offline
                    MurtazaM Offline
                    Murtaza
                    Admin
                    wrote on last edited by
                    #17

                    Yeah the image size is definitely affecting your performance.

                    As the rest have suggested, try making it the actual size you need. For something like this that will be used to create a procedurally generated level I would avoid going beyond 256x256 pixels.

                    1 Reply Last reply
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                    • StanicaS Offline
                      StanicaS Offline
                      Stanica
                      wrote on last edited by
                      #18

                      Thanks for the tips everyone. Managed to fix all performance issues by decreasing the size of my assets!

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