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Messages - Mervill

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Support / Re: Atlas and render sprites larger then 1024 x 1024.
« on: July 29, 2013, 07:39:14 pm »
Of course the solution is something I overlooked in the docs...  :-[

Thanks a ton!

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Support / Atlas and render sprites larger then 1024 x 1024.
« on: July 29, 2013, 07:11:19 pm »
Hello!

I am about to start work on a 2D point-and-click adventure game for OUYA & Mobile. I've used 2D toolkit in the past and would like to use it for this project as well.

Most of the backgrounds and detail work in the game will probably be created as a single image at native resolution (Probably in the ballpark of 1920x1080) and would (in theory) only need to be broken up into smaller sprites to do dynamic layering.

So for example; in this image there are only two sprites, the background & the character. This example would be the same except the stacks of books might be cut out from the background so the player can walk behind them.

The obvious problem is that the backgrounds will be larger than the recommended texture size for mobile devices (1024 x 1024). So how would I go about atlasing and then rendering these images? Cutting out and placing individual elements is a possibility, but prevents our artist from doing some types of detail and blending work. I've also considered slicing up the backgrounds into 1024 x 1024 'chunks' but that means that a single scene will require several textures (and a few more polys) for rendering the background.  We could also limit ourselves to a native resolution below 1024^2, but I'd like to avoid that if possible.

So what are the best practices / strategies for rendering very large images/sprites?

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