Quote from: Crimson Wizard on Thu 05/10/2023 13:18:59Quote from: uma on Thu 05/10/2023 09:40:17As a practical solution, am I understanding correctly that re-doing the graphics at a lower resolution will help, at the very least with the load times? I'd really like to keep the 5 frames of bg animation for each room, though I'm sure thats a bit part of the games bloat as I'm not working in a particularly element way.
What are these 5 frames of room animations doing? Usually I suggest to see if these may be broken into separate smaller objects.
It's a first person game with only about 40% of the screen used for what I'd think of as the "room" in a regular 3rd person p&c with the rest being UI. The other 60% of those 5 images is mostly empty white space, with some "noise" behind where the UIs sit to give them some life. I knew this was inefficient when I started but I couldn't see how how to get a room background image to be anything other than stretched across the whole screen, and equally wasn't sure how to animate UI elements, so I padded all the backgrounds.