Stencyl's generated pictures

Aasimar

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  • Posts: 605
Hi guys,

I have a problem with converting my Flash game to IOS : http://sebastienwozny.com/game.html
To make it easier, I used a single actor by type of gfx : light, shadow, neon lights, etc..

In this actor, I created differents animations then I chose with a behavior the desired animation in my scene.

Stencyl created a unique image who's very big (for a light, 1500x150px, 5 differents animations, and it's not my biggest)

So, my project is not readable with iStencyl.
Why you don't use the height to generate your images ?

Sorry for my english..!

« Last Edit: August 10, 2011, 12:12:28 am by Aasimar »

Jon

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  • Posts: 17533
Hmm, I'm not quite following. Perhaps a picture would clarify? Thanks!

Aasimar

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  • Posts: 605
I have a message like that : "...exceeding a 2048 x 2048 image limit"
When I'm going in my ressources folder, I see the pictures generated by Stencyl, like that :



Then, I do that :

And then.. :

The first picture uses the width, it can be 3000x100 but never use the height, like 1000x1000.
I exeeds the limits because of that, my pictures are too long.

Jon

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  • Posts: 17533
Ah, I see what you mean now.

Looking at this, though, even if I were to pack using the vertical height, it seems like there's a more efficient way to accomplish this visual without pre-rendering all of the images.

Aasimar

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  • Posts: 605
Using code with only 2 pictures ?

Jon

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  • Posts: 17533
That would be my approach, yeah.

Aasimar

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  • Posts: 605
You want to kill me today, Jon !
I'm a graphic designer ! my heart is broken with this way :(

But.. ok, optimize, optimize, optimize, arg.

Alexin

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  • Posts: 3130
You can also keep a thin slice only, of each white bar, and the black sticks. Use Drawing blocks to draw the slices multiples times, so they connect the sticks.
"Find the fun"
alexin@stencyl.com