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Animation memory limit ? (pocket pc)

PostPosted: Tue Nov 09, 2004 11:01 am
by regis
Hi to the community,
I am developping a game for PPC which has to load many pictures (900) in order to create the impression of a movie. I thought Game-Editor would be THE solution to this project, but I have the following problem (I am using the Game-Editor Trial version, and I wonder now if I should buy the full version): when I use the "add animation" tool with the "multiple files" option, the program works well on a PPC if the total number of files is inferior to 100 images. Unfortunately, above this number the program crashes on a PPC with 128MB of free memory. My question is: are there any limits to the total number of frame I can load for an animation? And, if yes, what would you suggest in order to solve my problem (may I have to split my "animated actor", but, then, there may be some loading freeze between each split).
If you have any idea, I would appreciate your help... And certainly buy your tool :wink:

PostPosted: Tue Nov 09, 2004 12:15 pm
by makslane
There is virtually no limit to animation frames.
The limitation is the device memory (and velocity to load all images)

Note, even if you use compressed jpeg all images are converted to an internal optimized format, grater than jpeg, but more fast.

What is your frame dimension?

Animation memory limit ? (pocket pc)

PostPosted: Tue Nov 09, 2004 2:43 pm
by regis
First of all: many thanks makslane for your fast answer: I hope we will find a solution together, because you are my last chance (I really want to achieve my game project)!
Here is my answer to your previous question:
Each image is 190x222 pixels: I can use any format (until now, I used to work with GIF pictures). A priori, my device memory should be big enough (At least 40MB of free memory). If you think it is useful I send you my sample project under Game-Creator, I can do.
Best regards,

Animation memory limit ? (pocket pc)

PostPosted: Tue Nov 09, 2004 10:01 pm
by regis
In addition to my last post, I would like to submit the following idea to your advice:

I think that crashes effectively come from the memory limit of usual PPC devices: If I understand well the underground technics, all animation steps are "zipped" in the GE exe file: when the program runs, all images related to the actor are unzipped and loaded in memory: that's why even 100 pictures of nearly 150KB each are a too much important amount for 128MB of RAM.

According to that, what do you think of the following solution (can it work?): for each frame, I can create a simple actor (single file), then destroy it and create the following actor (= the succesive picture) and so on: this may slow down the overall execution but it may involve only 1 image loaded in memory at the same time (... I hope I am understandable: English is not my natural language).

If you believe in that solution, how can I implement this in practice? Do I have to use the script editor; I may invest in that solution, but, as I am a beginner, I seek for tutorials relative to the script ed.

Thanks in advance for your helpful comments and advices.

Re: Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 12:44 pm
by makslane
regis wrote:Each image is 190x222 pixels: I can use any format (until now, I used to work with GIF pictures). A priori, my device memory should be big enough (At least 40MB of free memory). If you think it is useful I send you my sample project under Game-Creator, I can do.
Best regards,


Ops, this image will use about 75MB in your device RAM after decompression.
So.... crash not enough memory

Re: Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 1:14 pm
by makslane
regis wrote:According to that, what do you think of the following solution (can it work?): for each frame, I can create a simple actor (single file), then destroy it and create the following actor (= the succesive picture) and so on:


You can try this:

- Add 9 actors with 100 frame animation per actor
- Put the actors in different screen locations (two actors can't be show in the same time)
- Put a "Activation Region" around each actor
- Move your view to first actor

In each actor:

On "Animation Finish" event send the view to next actor.
Something like this in a Script Editor action:


Code: Select all
//-120 and -160 to center your actor
view.x = actor2.x - 120;
view.y = actor2.y - 160;


By using Activation Regions your actor will be load if your region intersect the view and destroyed if not intersect anymore

A drawback: between loads the current animation will freeze

Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 2:01 pm
by regis
Thank you very much for your fast answer: to tell the truth, this is one of the most reactive forum I've ever seen until now, and this incites me to buy the product.
I will try during the following days to implement your solution (I have to invest more in GE first). But, before doing this, may I ask you 2 additional questions:

1. Freeze is a real problem because my project is an action game (as fast as possible): so, what do you think of the following solution: I can split all actors in 900 parts (1 per picture) without any animation for each: then, the loading time should decrease significantly (decompressing only 1 image should be quite fast). I suppose you know well the performances of GE: what do you think of the imprementability of such a solution, and does the loading decompression process involve a dark screen between each image (which, of course, would be another problem!)

2. Is there any other solutions to my problem (image compression technics, and so on)?

This project is very important to me, and I am ready to pay for any help of course. I hope I will solve my problem with your help (but your solution is still a great hope :D ).

Best Regards,

Re: Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 3:37 pm
by ingsan
Bonjour Régis :)

Régis wrote:I can split all actors in 900 parts


Welcome to this forum.

I've been reading your posts very carefully these days, though I've not reacted yet to your problem. Tell me, what do you mean by splitting all actors in 900 parts ? Do you actually want to create 900 actors :shock: or have 900 animations (one image per picture) on only one actor ?

The last solution might be a good one. What you can do is split your 900 animations into " packs " of, as Makslane proposed, 100 images. You'll then end with animPack01, animPack02, animPack03 ... animPack09.

What you can then add to your actor :
on Animation Finish > Change Animation to the next animPack.

The result would be no freeze.
Cheers :)

Re: Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 7:48 pm
by makslane
regis wrote:I can split all actors in 900 parts (1 per picture) without any animation for each: then, the loading time should decrease significantly (decompressing only 1 image should be quite fast).


The one actor with one image decode is fast, but you must see the whole process working to see the real velocity.

regis wrote:does the loading decompression process involve a dark screen between each image


No, just freeze last redraw

regis wrote:2. Is there any other solutions to my problem (image compression technics, and so on)?


I think the better solution is put a movie support on Game Editor.
So no full movie is loaded, only the decoded frames.
(future versions)

Re: Animation memory limit ? (pocket pc)

PostPosted: Wed Nov 10, 2004 7:53 pm
by makslane
ingsan wrote:What you can then add to your actor :
on Animation Finish > Change Animation to the next animPack.


But don't will work on this situation. All actor animation will be load at same time.

Animation memory limit ? (pocket pc)

PostPosted: Thu Nov 11, 2004 9:20 am
by regis
Thank you makslane and ingsan! (by the way... Yes, i'm French: good guess!)
Thanks to your helpful advices, I will try to implement your solutions, and tell you
if it works. I was interested about the makslane's remark about the future implementation of movie functions in GE.
As I have lots of dealines on my project, I wonder if I should wait for this new feature and turn now to the ot
her part of my project (additional graphics, musics): this may be a good strategy if the movie feature comes shortly (l
ess than 2 months, for instance): do you think the new version of GE will appear before that deadline (ot
herwise, I will stay on the solution of splitting actors, as you suggested)
Again, many thanks to you all,
Regis

Re: Animation memory limit ? (pocket pc)

PostPosted: Thu Nov 11, 2004 9:35 am
by ingsan
Makslane wrote: All actor animation will be load at same time


Hello Makslane. Hello Régis.
Makslane, I can't see how the actor's animation will be loaded at the same time :?
If each animation pack is placed in different folders, and then added one by one in the Actor Control panel, don't you think that each animation will display the choosen animation and not ALL the animation ?

Re: Animation memory limit ? (pocket pc)

PostPosted: Fri Nov 12, 2004 1:05 am
by makslane
ingsan wrote:I can't see how the actor's animation will be loaded at the same time :?
If each animation pack is placed in different folders, and then added one by one in the Actor Control panel, don't you think that each animation will display the choosen animation and not ALL the animation ?


When Game Editor load a actor, all actor's animations will be loaded.
So, when you change an animation, the new will show without lags.

Re: Animation memory limit ? (pocket pc)

PostPosted: Fri Nov 12, 2004 1:09 am
by makslane
regis wrote:do you think the new version of GE will appear before that deadline


I think movie feature can be added in one month

Animation memory limit ? (pocket pc)

PostPosted: Sat Nov 13, 2004 12:03 pm
by regis
hi Makslane,
after having read the GE tutorials, I tried to implement your solution; because I discover GE, I may have missed somethings: as a matter of fact, the game mode keeps on the first actor and does not pass to he second one; what's wrong according to you?