Hi Karl,
no problem, I have your idea in my head for the next time I need it =
will try this (-:
Beatrix
Am 12.02.2012 23:00, schrieb Karl DeSaulniers:
Ooops, Sry Beatrix..
I meant @Ben.
(hit reply to the wrong post)
But to make the point, you can load a png with your image cut out like
On 11/02/2012 05:43, Ben Sand wrote:
I'm working on a game with some large images (up to 4k x 4k)
I might look at paging images that size - I guess they're backgrounds of
some sort?
For the transparency, I'd probably look at creating a shape to act as a
mask, then you can create a MC or
I'm not sure why that would be the case - you could put your sprite
sheet on the stage and compress it (a 1 frame swf), and then load the
swf. The problem as I understood it is the file (download) size, and
this would solve that.
Once you've loaded the swf, if you need a BitmapData - you
On 14 February 2012 21:17, Paul Andrews p...@ipauland.com wrote:
On 11/02/2012 05:43, Ben Sand wrote:
I'm working on a game with some large images (up to 4k x 4k)
I might look at paging images that size - I guess they're backgrounds of
some sort?
Yes, backgrounds that will be panned and
On 14/02/2012 22:01, Ben Sand wrote:
On 14 February 2012 21:17, Paul Andrewsp...@ipauland.com wrote:
On 11/02/2012 05:43, Ben Sand wrote:
I'm working on a game with some large images (up to 4k x 4k)
I might look at paging images that size - I guess they're backgrounds of
some sort?
Yes,
Hi Beatrix,
Can you call a php page while creating your images?
You could try creating the transparent PNGs with php.
Then load them in your game.
I believe it will create a small enough file for you.
Just a thought.
Best,
Karl
On Feb 11, 2012, at 6:09 PM, Beatrix Krümmer-Frau wrote:
But that
Thanks Beatrix, that looks very helpful
2012/2/12 Beatrix Krümmer-Frau birik...@hotmail.de
Hi Ben,
I am not 100% sure what exactly you wnat to achieve.
But why don't you use 2 jpg's with one as a masc where transperency is
black.
You can generate an alpha channel form this.
Check this:
Thanks Karl (-:
thats another great idea - but it wasn't my problem (-: Only a suggestion.
Am 12.02.2012 13:03, schrieb Karl DeSaulniers:
Hi Beatrix,
Can you call a php page while creating your images?
You could try creating the transparent PNGs with php.
Then load them in your game.
I believe
The other 2 ideas from Karl and John are great too - it depends on your
workflow in gernerel which one you might choose
Am 12.02.2012 13:06, schrieb Ben Sand:
Thanks Beatrix, that looks very helpful
2012/2/12 Beatrix Krümmer-Fraubirik...@hotmail.de
Hi Ben,
I am not 100% sure what exactly
Ooops, Sry Beatrix..
I meant @Ben.
(hit reply to the wrong post)
But to make the point, you can load a png with your image cut out like
with photoshop.
Then take a blank png the size you need the dimensions at, combine the
two with PHP imagecreatealpha
then insert that in your game
Hi Ben,
I am not 100% sure what exactly you wnat to achieve.
But why don't you use 2 jpg's with one as a masc where transperency is
black.
You can generate an alpha channel form this.
Check this:
http://www.adobe.com/devnet/flash/articles/optimize_transparent_images.html
Greatings
||
If you have access to Flash Pro, you can import a PNG-32 into the
library, and use the Flash to apply the JPEG compression. Flash will
retain the alpha mask.
There may be other programs that can output a jpeg with an alpha channel
in a swf format like that, but I can't think of any off the
Well, you could load them all into flash pro, export a swf and import that at
runtime, no?
You could even put them all in frames on the main timeline to somewhat
automate the sequencing and layout of your walk cycle.
Ross P. Sclafani
Owner / Creative Director
Neuromantic Industries
I'm working on a game with some large images (up to 4k x 4k)
The pngs with alpha channels come out at 5-10MB each and we need to put a
few large ones and many smaller ones in the game.
jpeg-xr would do the job, but we are targetting Flash 10
This blog shows how to combine a jpeg with a png
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