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AppGameKit Classic Chat / Possible bug or limiation on LoadSubImage command?

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2D Analyst
AGK Developer
20
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Joined: 2nd May 2004
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Posted: 19th Oct 2012 01:26
Is there a limitation size (or max width or height) on the sprite sheet when using loadSubImage on a large sprite sheet?

I am using a 900x1080 image.png and each tile is 90x90. The file size is 518kb, which is relative small. When loaded on window, it shows the image perfect, but on an android phone, it doesn't load correctly. It shows weird lines, colors, 4 tiles per sprite image,

Please help!!
bjadams
AGK Backer
16
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Joined: 29th Mar 2008
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Posted: 19th Oct 2012 01:27
texture on mobiles bigger than 1024 get resized to 1024.

just make sure your spritesheets are not bigger than 1024
2D Analyst
AGK Developer
20
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Posted: 19th Oct 2012 01:31
Jesus Christ.. seriously?

So your saying 1024x1024 is the max image size for mobile?
I basically need to break it into 2 files?
Cliff Mellangard 3DEGS
Developer
18
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Joined: 20th Feb 2006
Location: Sweden
Posted: 19th Oct 2012 01:32 Edited at: 19th Oct 2012 01:34
Some android device also have an limit of 512x512 on the image size.
keep your images to 2x2 in size (1024x1024).

The images you grabb from your atlas image can be in any size.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz
2D Analyst
AGK Developer
20
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Joined: 2nd May 2004
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Posted: 19th Oct 2012 01:37
Most phones are 1024x1024 file size, but some phones are 512x512.

Is it safer to setup multiple 512x512 sheets instead of 1024x1024?
Paul Johnston
TGC Developer
22
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User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 19th Oct 2012 02:33
In my experience 1024x1024 is well supported.

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