Thx Marco, i also thought it was the max size, but on 1054 work.
This is the example.
void SettaFramePlayer(int player_controllato){
//Player
string _nome_img = AniPlayer[Squadra[0].Player[player_controllato].current_ani].nome_img;
int _nuova_img = DammiImmagineId(_nome_img);
agk::SetSpriteImage(Squadra[0].Player[player_controllato].id_sprite, _nuova_img, 1);
agk::SetSpriteAnimation(Squadra[0].Player[player_controllato].id_sprite, 72, 72, AniPlayer[Squadra[0].Player[player_controllato].current_ani].tot_frame);
// Ombre players
agk::SetSpriteImage(Squadra[0].Player[player_controllato].id_shadow, _nuova_img, 1);
agk::SetSpriteAnimation(Squadra[0].Player[player_controllato].id_shadow, 72, 72, AniPlayer[Squadra[0].Player[player_controllato].current_ani].tot_frame);
agk::SetSpriteColor(Squadra[0].Player[player_controllato].id_shadow, 0, 0, 0, 40);
agk::SetSpriteAngle(Squadra[0].Player[player_controllato].id_shadow, -25);
Squadra[0].Player[player_controllato].frame = AniPlayer[Squadra[0].Player[player_controllato].current_ani].start_frame;
}
Obvious this is called after sprite creation for refresh movements only if the Animation is different from the last.
The code is in italian, but i think is clear.
Squadra = Team
Player_controllato = player_controlled
Ombre = shadows
This night i lowered the png but it say scaled x2 now.
On 1075 don't say scaled but don't work, it can't calculate the frame counts and tell me there are 14 frames instead of 245.
On 1054 scaled x2 but work.
I also seen that the 1054 go much better, the graphic is much clear, faster and pixel perfect.
The PNG i'm using was 900x2350px and now 720x1800.
iPhone/iPad Games/Apps : Street Karate Fighter - 90s VideoPokers Simulator - Ball VS Brick - CB RadioBox - Artic