Is there a better alternative to using a png sequence for animation? I’m using a lot of prefab VFX, and even after reducing size of the png’s the export size is getting really big. I haven’t ran them through very much compression yet, but I certainly will make use of it once I’m closer to finished with the project.
It seems like the video object doesn’t support alpha channel, but I can’t find any confirmation of it?
Are sprite sheets out of the question for gdevelop? A quick search on the forum makes me think so.
EDIT
I am wrong here i did wrong math
Bubble corrected me
Original WRONG message below
You are going wrong way
In folder 1 (one on bottom) there is 1 image 1000x1000
In folder 2 (one above it) there are 4 images 250x250 (so 1/4 of above one)
Calculator shows 72.2 * 4
Woah thats super interesting. I dont know much on the topic, but from what ive gathered online there seems to be advice saying to make spritesheets to save space, but looks like the opposite is true?
Technically its easier to load 1 file than 4
Maybe performance save its strictly for file size but actual performance?
And then i saved one big image and then cut out 1/4 of it and duplicated it
Maybe with other images its not the same story?
Like different image which would be 1000x1000 wound be less than some 4 random images of 250x250?
I really have no idea but if you are curious just google some image and we will know is sprite sheeting images having any sense
I don’t get it. If the large image is 1000 x 1000 then 4 images that together make up the whole would be 500 x 500? Or are you talking about something else besides actual dimensions?
What we don’t know is what are the width and height of your assets and their file size. I assume prefab vfx means that you’re using assets that someone else made. And probably that person doesn’t know how you or other people are going to use their assets. Which means they would make them big (width and height) and high quality (file size). It would then be up to you, the end user, to adapt the assets to your needs. When you place the assets in the scene, did you need to resize them because they were too big? If so, you’re better off doing that to the actual images which will also reduce their file size. You could also do tests to see how low quality they can be while still being good enough.
As for one single image vs individual image, I’ve done a test using what I think would be a typical pic for this. I made one image of 1024 x 1024 and divided it up into 16 squares and copied and pasted the same pic into each square. Then I drew a blue line at different angles in each square. This means that each square has about the same number of coloured pixels in it, mostly in the same place.
I used Krita’s split tool to separate the image into 16 separate tiles. I actually forgot at first to turn off the white background which is actually now an interesting piece of bonus info.
White background
One 1024 x 1024 image = 92.7k
Sixteen 256 x 256 images = 142k
Transparent background
One 1024 x 1024 image = 86.4k
Sixteen 256 x 256 images = 129k
White background, significant difference in size between one big pic and 16 small pics
Transparent background, significant difference between one big pic and 16 small pics
This is updated because I made a massive mistake and accidentally did the transparent split export as krita files instead of pngs. It’s fixed now.
Oh I’m definitely cutting the actual image size down before importing into the project. Most of the images for my VFX are about 250x250. But some of the sequences are definitely longer than I need, which im not really sure how to deal with without speeding up the actual animation or making it not smooth.