Edricus Posted July 2, 2014 Share Posted July 2, 2014 So I have a quick question about full screen power up effects. Currently, I have a full screen effect of splashing water when a player picks up a power up. However the sprite sheet for this power up has the potential to be massive depending on the device screen size. With just a couple frames in the splash animation, we're already talking about exceeding 4096 in the width which CocoonJS is not particularly happy about when attempting to put this on mobile. Also, when a player initially picks up the power up for the first time there is a hard lag that stops the game in its tracks for about a second or two before playing the animation. From then on, picking up the power up causes no similar blips at all. What's a good way of handling full screen power up effects or power up effects that either take the full game width/height? Link to comment Share on other sites More sharing options...
lewster32 Posted July 2, 2014 Share Posted July 2, 2014 Your best bet here is to break the effect up into smaller pieces - for instance, assemble the 'splash' out of random droplets maybe? Procedurally generating the effects will speed it up and also make it more interesting as the randomness will make it different each time. Link to comment Share on other sites More sharing options...
Edricus Posted July 2, 2014 Author Share Posted July 2, 2014 Thanks Lewster! I actually already went a head and did that with one of the other effects that I have. I figured this was one way, just wanted to see if there was any other ways as well. Link to comment Share on other sites More sharing options...
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