Optimizing graphics for an iOS flash game

| | August 6, 2015

A friend of mine and myself are working on a flash developed iOS (and later Android) puzzle board game. He’s a developer and I’m a designer/developer so (no surprise) we have different points of view.

  • His method: make small tiles (100x100px) in Photoshop join them into the board and then in flash apply effects to the board to avoid repetition (80’s not in the good way).

  • My method: precompose the whole board (960x640px+bleed) in Photoshop and than mask active and inactive areas in flash.

What do you think?

3 Responses to “Optimizing graphics for an iOS flash game”

  1. I would tend to agree with the method of creating the game board in Photoshop. It would probably look better this way, but more importantly, you may run into performance concerns with the tile/effects method.

    I’m not sure how your partner planned on adding effects or variations to the tiles, but it sounds like it could come at a CPU cost. If, for example, he was using filters or alpha blending, the rendering cost for those tiles would be far greater than a bitmap. Also, using bitmaps opens up some opportunities for tapping the GPU on iOS devices.

    In over 6 years as a Flash developer, I’ve found that the more pre-rendering you can do, the better your performance will be. I always use bitmaps wherever possible, and the game board (which doesn’t change or rotate much, if at all) is the absolute perfect place to use a pre-rendered bitmap.

  2. I’m not sure how iOS deals with its video memory, the old PSP was faster if you rendered small objects rather than big ones.

    The only way to know for certain is to benchmark it.

  3. Laurent Couvidou on November 30, -0001 @ 12:00 AM

    If both methods give you the same result, and if you’re not programming it, let your programmer decide. If it’s easier for him to implement this one way, why would you force him the other way?

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