Difference between revisions of "Game Optimization"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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2D games often require more memory to run, because animation file-sizes in 2D games are usually larger than their 3D animation counterparts; depending on the resolution of your game & the size of your animations. In Visionaire Studio there are various methods you could use to reduce the file-size of each of your animations frames, thus speeding up the loading time of your game, which is great for mobile devices & low to mid range gaming machines.
 
2D games often require more memory to run, because animation file-sizes in 2D games are usually larger than their 3D animation counterparts; depending on the resolution of your game & the size of your animations. In Visionaire Studio there are various methods you could use to reduce the file-size of each of your animations frames, thus speeding up the loading time of your game, which is great for mobile devices & low to mid range gaming machines.
 
  
 
== Scaling Up ==
 
== Scaling Up ==
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getObject("ActiveAnimations[water_ripple]"):setValue(VAnimationSize, 400) -- same as above, but longhand
 
getObject("ActiveAnimations[water_ripple]"):setValue(VAnimationSize, 400) -- same as above, but longhand
 
</syntaxhighlight>
 
</syntaxhighlight>
 
  
 
== Frame Limiting ==
 
== Frame Limiting ==
 
The idea behind this method is that you create multiple versions of the same animation, one with all the frames & one or two alternatives with some of the frames removed. You then create some game options (conditions or values) which allow the player to determine the graphic/fx quality of the game & then you create if else queries to determine which animation version should be played. Animations with less frames will load faster but may look less smooth than the full animation, but it's a good idea to implement for people on lower end machines. Also on this topic, it's a good idea to include in this option whether to include or remove certain animations or shader effects that are only there for aesthetic purposes, as too much information on the screen can cause lagging & impact loading time of other animations.
 
The idea behind this method is that you create multiple versions of the same animation, one with all the frames & one or two alternatives with some of the frames removed. You then create some game options (conditions or values) which allow the player to determine the graphic/fx quality of the game & then you create if else queries to determine which animation version should be played. Animations with less frames will load faster but may look less smooth than the full animation, but it's a good idea to implement for people on lower end machines. Also on this topic, it's a good idea to include in this option whether to include or remove certain animations or shader effects that are only there for aesthetic purposes, as too much information on the screen can cause lagging & impact loading time of other animations.
  
 +
== Frame Pauses vs. Frame Quantity ==
 +
A lot of people seem to think that they have to use duplicate animation frames (images) to control the speed of an animation or to play the animation forwards, backwards, or in reverse.
  
== Frame Pauses vs. Frame Quantity ==
+
For controlling the speed of an animation: I would recommend utilizing the '''set pause for each frame''' option via the selected animations properties tab & then using the text input box located on the right hand side of the animation toolbar to enter the amount of time the currently active (selected) frame should be displayed for (in ms).
A lot of people seem to think that they have to use duplicate animation frames (images) to control the speed of an animation or to play the animation forwards, backwards, or in reverse. Actually I would recommend utilizing the '''set pause for each frame''' option via the selected animations properties tab & then using the text input box located on the right hand side of the animation toolbar to enter the amount of time the currently active (selected) frame should be displayed for (in ms).
 
  
 
For animations that should play forwards & backwards, I recommend importing the initial forwards animation & then using the individual frame import option to add the required frames to play backwards which would usually be the penultimate frame to the second frame.
 
For animations that should play forwards & backwards, I recommend importing the initial forwards animation & then using the individual frame import option to add the required frames to play backwards which would usually be the penultimate frame to the second frame.
  
 
For animations that should play in reverse: use the '''play animation''' action part & tick the '''play in reverse order''' checkbox.  
 
For animations that should play in reverse: use the '''play animation''' action part & tick the '''play in reverse order''' checkbox.  
 
  
 
== WebP Conversion ==
 
== WebP Conversion ==
 
Please see [[Image_Encoding|here]], for more information.
 
Please see [[Image_Encoding|here]], for more information.
 
{{toc}}
 
{{toc}}

Revision as of 17:58, 4 January 2015

What is optimization? Optimization, or optimizing is a term used to describe the betterment or efficiency of how something works, runs, operates. A quick example of this would be in how fast a game, or application loads &/or runs. Also it could be a reduction in the amount of processing power, RAM or VRAM required to run your application. It could even be a reduction in the amount of hard disk space required for your application.

2D games often require more memory to run, because animation file-sizes in 2D games are usually larger than their 3D animation counterparts; depending on the resolution of your game & the size of your animations. In Visionaire Studio there are various methods you could use to reduce the file-size of each of your animations frames, thus speeding up the loading time of your game, which is great for mobile devices & low to mid range gaming machines.

Scaling Up

The basic idea behind scaling up is that for animations that don't need to be sharp (in focus) & don't matter too much about looking a little blurry/pixelated, such as environmental animations like: rain, snow, fog, clouds, water etc, or animations in the background. You could create the images at say: 25 to 50% of the intended (actual) scale & then use a simple line of Lua script to scale them up to regular size. This is a great way for cutting down the final file-size of your images & animations.

Object Sprite

Scale up an image sprite linked to a scene object. You could use this for an overlay image, or maybe for a solid color image that you might want to use to obscure the screen during loading or scene transitions, etc. Visionaire Studio 4.1 + is required to scale object sprites.

Objects["rock"].Scale = 4.0 -- scale "rock" object sprite up to 400% (shorthand method)
getObject("Objects[rock]"):setValue(VObjectScale, 4.0) -- same as above, but longhand

Animation

Scale up an animation. This can be an animation linked to anything from: a scene object, a character, an interface, or even a mouse cursor. The best place to add this code is inside of the initial frame of an animation via an execute a script action part. The animation has be active (playing or preloaded) for this code to work. Visionaire Studio 4.1 + is only required for the shorthand method.

ActiveAnimations["water_ripple"].AnimationSize = 400 -- scale "water_ripple" animation up to 400% (shorthand method)
getObject("ActiveAnimations[water_ripple]"):setValue(VAnimationSize, 400) -- same as above, but longhand

Frame Limiting

The idea behind this method is that you create multiple versions of the same animation, one with all the frames & one or two alternatives with some of the frames removed. You then create some game options (conditions or values) which allow the player to determine the graphic/fx quality of the game & then you create if else queries to determine which animation version should be played. Animations with less frames will load faster but may look less smooth than the full animation, but it's a good idea to implement for people on lower end machines. Also on this topic, it's a good idea to include in this option whether to include or remove certain animations or shader effects that are only there for aesthetic purposes, as too much information on the screen can cause lagging & impact loading time of other animations.

Frame Pauses vs. Frame Quantity

A lot of people seem to think that they have to use duplicate animation frames (images) to control the speed of an animation or to play the animation forwards, backwards, or in reverse.

For controlling the speed of an animation: I would recommend utilizing the set pause for each frame option via the selected animations properties tab & then using the text input box located on the right hand side of the animation toolbar to enter the amount of time the currently active (selected) frame should be displayed for (in ms).

For animations that should play forwards & backwards, I recommend importing the initial forwards animation & then using the individual frame import option to add the required frames to play backwards which would usually be the penultimate frame to the second frame.

For animations that should play in reverse: use the play animation action part & tick the play in reverse order checkbox.

WebP Conversion

Please see here, for more information.