Organize set

Nibbie
Posts: 3
Joined: 2012.05
Post: #1
Hi.

I'm developing a endless running game and I'm not really sure on how to make the set. The first approach was to make a BIG set like 10240x3072 pixels so that we have a nice portion of set. After having like 3 or 4 sets that go along with each other I would work on making their elements sequential and repeatable. However this is getting really heavy for the iPad 1 (it's running good in the iPad 2 and the New iPad) even though I'm splitting all the set in slices through Photoshop. For the implementation I'm using Cocos2D.
Is there any better approach to make something like this but truly efficient for the iPad memory?


Thank you.
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Nibbie
Posts: 3
Joined: 2012.05
Post: #2
Anyone has any idea? I'm thinking about using LevelHelper to accomplish this.
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⌘-R in Chief
Posts: 1,253
Joined: 2002.05
Post: #3
I'm not familiar enough with Cocos2d, or your implementation, to know how well it supports dealing with 10000x3000 pixels. There's not really enough information. Did you profile it? What's the problem? What the game world looks like will affect how you can assemble it, but trying to generate only the minimum amount of new world info on the fly will be more efficient and dynamic than loading and keeping huge chunks in memory over and over.
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