• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
NevermoreDCE

Spritesheet vs JBOP (Just a Bunch Of PNGs)

2 posts in this topic

Context Info: I'm building a simple data-driven turn-based 4X game engine based on fond memories of playing Space Empires back in the 2D days. I'm building it in WPF so that the techniques and technologies I use and learn have at least some chance of being relevant to my day job as an App Dev.

My current prototype just uses a small handful of Image objects sourced from BitmapImage objects referencing separate PNGs (tiny, nothing's bigger than 32x32px), but I'm at the point where I want to start expanding the number of images that are being used (multiple ship classes, etc) and I'm debating whether I should stick with just a bunch of images (which I'm slightly worried about because I've read about performance issues with large numbers of images in WPF), or if I should refactor everything to use a spritesheet and build out all the transform logic for that.

The other factor that has me researching spritesheets is trying to keep the engine data-driven, so that my friends and I can mod it up later with whatever universe we want to use. From this point of view, my concern is in keeping all of the images organized and corralled properly which a spritesheet does easily since they're all in one place. I'm having trouble trying to come up with a way to organize a bunch of separate images so that they're easily re-usable (e.g. similar naming convention for all ships of size C) but still data-driven (e.g. I can have an unlimited number of possible image sets, each with their own "ShipSizeC.png" file).

If I can avoid having to refactor everything I'd actually prefer not to use spritesheets so long as I can put my fears about performance and simple organization to sleep. Can anyone help with either of these?
0

Share this post


Link to post
Share on other sites

If I can avoid having to refactor everything I'd actually prefer not to use spritesheets so long as I can put my fears about performance and simple organization to sleep.

 

If you really don't want to make sprite sheets, you can try to minimize the number of images, and use more real time rendered graphics instead....but I don't think a bunch of 32x32 pixel images will take much of a performance hit anyways (How many files are we talking about?). Just keep going like you are, and if you do see a performance issue, implementing sprite sheets isn't really very difficult.

Edited by minibutmany
0

Share this post


Link to post
Share on other sites

Its usually best to use a sprite sheet along with an alias (to tell you where certain images are). This is especially important when working with OpenGL or any hardware graphics api, as switching textures can be VERY slow. So if your just using software rendering, keeping separate images should be OK, but with hardware you should always make sure to use sprite sheets if you can. Here's a really nice sprite sheet packer that you may find useful http://spritesheetpacker.codeplex.com/ in case you find working with separate images easier (its windows only though!)

Edited by xDarkShadowKnightx
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0