harrison at all-auctions.com
Thu Dec 19 16:19:36 EST 2013
Hmm, now I starting to think about using
group level objects for my overlying
animations. They are supposed to
go from card to card? Yes? I can’t
find the property to make it stick
Also I wondered about using the
blend of a sub-stack over the
background animation stack.
That approach might also work.
Thanks for any suggestions.
On Dec 19, 2013, at 3:23 PM, Rick Harrison <harrison at all-auctions.com> wrote:
> Hi there,
> Ok, so I’ve done a bunch of playing around with
> attempts at background animation and I’m running
> into the following problems.
> I started out with 3 separate animations. Each one
> was fairly large. Animation 1 was 241 frames
> minimum. Animation 2 was 455 frames, and
> Animation 3 was 447 frames. This was an
> important first step even though it presented
> some performance issues on an iOS device.
> Load time was 40 seconds = unacceptable.
> So then I captured the minimum number of
> frames that I needed to make it still work which
> was unfortunately still 241 frames. At least
> now it combined all three animations into one
> larger screen size. I had a savings of over 50%.
> Load time = 19 seconds.
> The problem was that this animation occurs only
> on one card and after going to another card
> and trying to come back to it again takes another
> 19 seconds to load that card. This is still
> unacceptable for a wait time.
> I thought about putting one image on
> each card so the load time for each card
> would drop by a factor of 240. The animation
> screams performance wise, and the load
> time for each card is great too.
> Now I’m stuck with how I’m going to do my
> overlaying sprite animations now that each card is
> changing in milliseconds. Do I have to copy each
> sprite to each card? I’ll have to manage all my
> control at the stack level instead of at the card
> level. This seems to be turning into a nightmare
> for me, and it occurred to me that surely others
> have gone down this same path before.
> Thanks in advance!
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