top video!!! If i want to make a sort of top down shooter with non pixel art graphic but using a higj resolution, how much needs to be the tiles? 256x256?
In your case just see what works best in your case. If one tile is 256x256 (which is really big) your texture page size is then in the big territories (2560x2560 or higher). Since your graphics are really big you need to seperate them into texture groups (like shown in the video) to optimize performance which will be in your case necessary. From what I have seen in other games, 128 or lower tiles still look very good. Here it depends how they are made and how fast they are being shown (if you scroll fast you see a lot of blur anyway, so making them super detailed is not necessary). Hope that helps
Does anyone know why Gx Games runs with very low fps, when I try the game in the Windows version it runs very well, but when I try it in the Gx version the fps drop a lot. Does anyone know why?
Hey mate, not the best place to ask this kind of question. Here I can "only" try to help you out and I have no idea what the deal with opera gx is to be honest, I never use it. But there is an offical yoyo games discord channel where you might get a good answer or try mine (but my discord channel is very small).
Great vid! Lots of useful information regarding the texture pages and optimization. Do you happen to know in what case you would not want to automatically crop the sprite for texture page?
Hm, if there is some faint alpha/colors and that could bleed over. But a real use case doesn't come in my mind to be honest (that would just bloat up the texture pages a lot).
I tend to use texture prefetch script at start of a level to get sprites ready and avoid mid game loading spikes
You got a link where I can check this stuff out?
"Super Demon Survivor" XDDD 👍 good job, thanks for the tips once again! :)
Ya welcome!
top video!!!
If i want to make a sort of top down shooter with non pixel art graphic but using a higj resolution, how much needs to be the tiles? 256x256?
In your case just see what works best in your case. If one tile is 256x256 (which is really big) your texture page size is then in the big territories (2560x2560 or higher). Since your graphics are really big you need to seperate them into texture groups (like shown in the video) to optimize performance which will be in your case necessary.
From what I have seen in other games, 128 or lower tiles still look very good. Here it depends how they are made and how fast they are being shown (if you scroll fast you see a lot of blur anyway, so making them super detailed is not necessary).
Hope that helps
Does anyone know why Gx Games runs with very low fps, when I try the game in the Windows version it runs very well, but when I try it in the Gx version the fps drop a lot. Does anyone know why?
Hey mate, not the best place to ask this kind of question. Here I can "only" try to help you out and I have no idea what the deal with opera gx is to be honest, I never use it.
But there is an offical yoyo games discord channel where you might get a good answer or try mine (but my discord channel is very small).
Great vid! Lots of useful information regarding the texture pages and optimization. Do you happen to know in what case you would not want to automatically crop the sprite for texture page?
Hm, if there is some faint alpha/colors and that could bleed over. But a real use case doesn't come in my mind to be honest (that would just bloat up the texture pages a lot).
@@1upIndie Maybe for an outline shader? Because normally you would want there to be a pixel gap around the sprite?
спасибо за информацию
I have question: Do you do html5 games? If yes, how you solve resizing problem on mobile browsers?
Sorry I have dabbled with html5 and the results were mixed, so I am not the right person to talk to about that.
@@1upIndie thanks, :) if you know someone who can help please let me know :)
@@1upIndie if someone know that, please let me know.
Zeichnest / pisxelst du eig alle Sprites selbst ^^ ?
Nee, das überlasse ich den Profis. Ich mixe/verändere meist Vorhandenes.