Animation Nightmares

Devin Asay devin_asay at
Thu Dec 19 16:36:02 EST 2013


Are you by any chance using image objects with their resizeQuality set to Best? In my experience these load REEALLY slowly on mobile. Try setting image resizeQuality to Normal or Good.



On Dec 19, 2013, at 1:23 PM, Rick Harrison 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.
> Suggestions?
> Thanks in advance!
> Rick
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Devin Asay
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