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Large scale images in Construct?

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  • ...I'm trying to use a large (3200x3200) background image in Construct; the size is quite small (600 KB), and it'll run just fine if I compile the thing into an EXE - but it takes forever to launch the game with the 'Run Layout' button, and an equally long amount of time to save the game, when the image is on the layout.

    What would be my options (if any) for trying to mitigate this?

  • Image size doesn't matter because construct resaves the images as png's. Textures use vram so it's not a great idea to use huge images. As a rule of thumb, you should always strive to use the smallest power of two image size as you can.

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  • Oh, I see.

    D:

    ...Damn, I was going for a gratuitously large-scaled global map as my game's single level.

    Back to ye olde drawing board.

  • Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

  • Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

    Well, here's the thing: the 3200x3200 graphic was only for North America.

    Oh, planet Earth. Why are you so large?

    I'm sure I can cook-up some sort of plan B.

  • > Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

    >

    Well, here's the thing: the 3200x3200 graphic was only for North America.

    Oh, planet Earth. Why are you so large?

    I'm sure I can cook-up some sort of plan B.

    Not sure why that means my plan can't work -- if you keep track of the player's distance from each section of the gratuitously large background, you can get rid of the ones the player can't see. That way, no matter how huge the world may be, Construct only has to worry about the nearby ones.

    Now, I'm no expert, so anyone can feel free to jump in and explain that better or explain why I'm completely wrong.

  • How would one go about trying your recommendation? I'm not sure how to tell construct to only render what's visible.

  • Pretty sure Construct only renders what is visible by default, so you wouldn't have to do anything beyond breaking your image down into power of two pieces (ie - 512x512).

  • Sorry, but what is the power of two business??

  • Sorry, but what is the power of two business??

    I'll second this question.

  • Graphic card limitations. Quite a few graphic cards render textures much more efficiently if their size is power of two (16x16, 32x32, 64x16, 512x512 etc.). Some even have errors if you don't supply power-of-two textures (seams, tearing etc.).

    So it is a good practice to stick to sizes like 256x256, 512x16 etc. (don't have to be squares).

    As for large scale images, if only there was a way to only load a part of the source image... Alas, you'll have to make use of some tool to break those large images up, index each piece and then have Construct load them before they are displayed.

    You could also use level of detail; a low-resolution image for preview, then as you get closer, show the high-resolution one. Just like Google Maps.

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