I have 16 atlasses in 2048x2048 res. Will make any difference in loading speed, performance etc. if I change to max res. which is 4096x4096 (This reduces from 16 to 8)?
The performance is greatly affected. 16 Atlasses are too many. Check that the images are not repeated, small transparent backgrounds to overlap each other and to different funds. Make sure not resize the players or enemies, pictures 1: 1 I recommend 2 Atlasses Maximum.
Performance isn't always affected in every case, it is more than just atlasses. My game Above The Cloud has 13 atlasses which spans near 100 levels and near that amount of scenes of endless. The game performs perfectly on extremely low end Android devices like Alcatel and Blu.
Actually it is. I have not seen a game with that many atlases which wouldn't crash on older devices. Is your game available for iPhone to check it out @Kadri246? The Buildbox team said this several times already: 5 atlases is the top you should consider to use. And they also said that all of their games have either 1 or 2 atlases. I agree with jcalle, 2 for me is the maximum. I wouldn't consider having 3 for my own games. And regarding the resolution. I remember that @Andy said once that Android or iOS (I don't remember which) has a limit of 2048x2048 pixels. I think it was Android. That's also the reason why Buildbox has 2048px as the default.
Some devices won't accept an atlas larger that 2048x2048. Those devices are fairly old now and not very powerful. It's more common on Android. This could improve loading time and could help with general performance depending on circumstances. The best way forward is to figure out where you are not using images optimally and fix that. There are a lot of threads here on optimizing images manually.
Thank you all for your help, and especially for: I forgot to mention about that we are talking about iOS So when you said old, you mean old old like 3gs or old like 5? I read a lot about atlasses and today I optimize a lot my atlasses (hold on to your chair) from 57 to 22. But! It would be 13 but i cannot delete some backgrounds because it said that backgroud is in use "The sprite is in use by some obects (btw it's not my typo, this typo is in Buildbox ) so it cannot be deleted". Is there any solution for this?
iPhone 3gs, 4 and iPad (original) all supported 2048 max. Newer devices are 4096 max to my knowledge. Search Google for "mobile max texture size" for more details and devices.
This is exactly what I will do. Thanks again EDIT: If anyone in the future will be interested in this, here is the max texture size for devices: Using OpenGLES 1.1, Max 1024x1024 iPhone iPhone 3G Using OpenGLES 2.0, Max 2048x2048 iPhone 3GS iPhone 4 iPad Max 4096x4096 iPhone 4S iPhone 5 iPhone 6+ iPhone 6s iPad 2 iPad 3 iPad Mini iPad Air iPad Pro For Android, Google Galaxy Nexus - 2048 Google Nexus One - 1024/2048/4096 Google Nexus S - 2048 HTC One S - 4096 LG P880 - 2048 Motorola Xoom - 2048 Samsung Galaxy Tab - 2048 Samsung Omnia 2 - 2048 Samsung Omnia HD - 2048 Sony Ericsson Xperia Arc - 4096 Sony Ericsson Xperia Play - 4096 Sony Ericsson Xperia S - 4096 T-Mobile G1 1024 Source: http://gamedev.stackexchange.com/qu...ure-size-android-which-settings-for-2048x2048 http://answers.unity3d.com/questions/563094/mobile-max-texture-size.html# http://haxeflixel.com/documentation/mobile-targets/ http://iosres.com/
Yes it is available on both Google Play and AppStore Remember, despite the few bugs, BB was improved and loads much faster. For me, what improved gameplay is the less use of effects like light and particles. I removed light from ATC after noticing this and replaced it with background images. ATC runs well on all devices.
Yep. Your game crashes on iPhone4s when loading the atlases. No exception here. Thanks @vantom for the additional information.
When I create, I import images to build box, resize to the suitable size, if the size scaled down changes from 1 to 0.54, then I resize the image 54% smaller using OS X preview. Then I reimport the image, restore the size back to 1 then adjust the collision shape. BB wouldn't have images bigger than needed which takes toll on loading during gameplay. This I learned from my first big project. Also trim all transparency on pngs.