XNA Creators Club Online
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Flash to Xna

Last post 05-08-2008 6:48 AM by Lachhh. 7 replies.
  • 05-07-2008 9:24 AM

    Flash to Xna

    Hi There,

    I made a 2D game on flash that have a lot of movieclip and background and visual, i just want to migrate to Xna to make the game compatible to Xbox and PC.

    I just want to ask what are the possibilities i have to convert the visual ?  For now, here are my tries :

    1. I tried Fluix, Rollback my Xna to version 1, reed a swf, but after 5 enemies, the framerate goes down. So I went back on XNA 2

    2. Convert all movieClip in spriteSheet (PNG) drawing them with the spritebatch. For the animation, it was kinda nice, was really easy to migrate and i was able put near 500 enemies.  But for the background, i got near 20 Png of 1024x1024 for just 1 level (I have 7 more levels to make).  So when I put that on Pc, it's cool cause i just have to Call the Texture2D.FromFile() to get my png.  However, on the Xbox, i think i absolutely need to make an xnb out of my png.  Of course, the picture grow huge ! So I choose the Dxt format when compiling on xbox, but then, it's still too heavy. (Like 10~20 mg per level backgrounds).  Since we only have 150mg for creators club, i'll bust it.

    3. Now i will try to convert my background in asset, (like a png of a tree, a palm, floor, ceil) and reconstruct my background.  It's really painful but, i'll solve the problem of the weight of my visual.

    So, I don't want answers (Well yes, i little) but i'm just asking you guys what are your genius ideas ???

    Maybe i'll put a screenshot of my game soon,

    Lach

     

    Lachhh Games experiments : lachhh.blogspot.com
  • 05-07-2008 9:47 AM In reply to

    Re: Flash to Xna

    Answer

    Try Nicks EasyZip http://www.codeplex.com/easyzip it uses zip compressions to shrink down those .xnb files

     

     


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  • 05-07-2008 10:43 AM In reply to

    Re: Flash to Xna

    Ok nice, i'll try.

    But I think it's only a patch to my problem.  I mean soon or later, i gonna bust the memory with my backgrounds.  I'm already tiling them in 1024x1024 png screen and i don't know if it's the right way to do it. 

    What they were doing on SNES or any retro-console ? Any ideas ?

     

    Lach

    Lachhh Games experiments : lachhh.blogspot.com
  • 05-07-2008 10:45 AM In reply to

    Re: Flash to Xna

    Probably using tile based backgrounds built up from repetative elements.

    Plus they never had to worry about 1024x1024 images being animated... you know thats up there in the realm of HD video right even though you dont have many frames.


    The ZBuffer News and information for XNA
    Please read the forum FAQs - Bug reporting
  • 05-07-2008 6:42 PM In reply to

    Re: Flash to Xna

    Wow !

    Ok, i try EasyZip, now i have 4 mg, for all my stuf OMG O_O

    Tnx a lot 

    Lach

    Lachhh Games experiments : lachhh.blogspot.com
  • 05-07-2008 6:47 PM In reply to

    Re: Flash to Xna

    Dont forget that when unzipped they will still take up a lot of memory on the GPU, you might still want to use DXT if you find you hit any limits.

     


    The ZBuffer News and information for XNA
    Please read the forum FAQs - Bug reporting
  • 05-07-2008 6:59 PM In reply to

    Re: Flash to Xna

    Indeed. Even though EasyZip streams the data out of the zip file (so it's never unzipped to the hard disk), it does you no favors on the GPU side of things. That is definitely something worth watching.

    Nick Gravelyn -- Microsoft XNA MVP
    Blog | Bloc - A New Twist on the Top-Down Shooter | Next-Gen
  • 05-08-2008 6:48 AM In reply to

    Re: Flash to Xna

    Yeah tnx, but I was already watching with the CLR Profiler,  and it take 60 mg of memory for one level, and after the loading if i create a lot of enemy (over 1000) and i delete them, it take only 2 mg in the heap, which is cleaned 5 seconds after :D, ohhh yeah

    so it's ok cause i'll gonna load/unload the assets per levels.

    TNX AGAIN

    Lach

    Lachhh Games experiments : lachhh.blogspot.com
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