XNA Creators Club Online
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Too Many SpriteSheets?

Last post 4/6/2009 3:39 AM by mdavis93. 2 replies.
  • 4/5/2009 8:23 AM

    Too Many SpriteSheets?

    Greetings again :D

      Whie I'm finishing up my first project on XNA, I started thinking of future possibilities and other oddities.  I stumbled on a question I wanted to seek clarification on.

      While not in the near future, eventually I'd like to try to get the skill to do RPG or RTS games.  However, how much art is "too much" art?  I'm trying to get myself in the habbit of keeping each unique asset in it's own file, even if it's only one static frame.

      Hypothetical Example:

      I start building a RTS game that has a tilesheet of 32x32 land tiles 20 tiles wide, 20 tiles long ( 640x640 is dimension).  Then I need sprites for all the mobile assets, buildings, combat fire, etc.. the number of sheets (files) starts to add up quickly.  Where's the limit of "okay, this may start hindering performance" come in to play?

      Or..... am I just totally over-thinking something that shouldn't be?

    Thanks!

    [EDIT]
    Another question just came to mind along the same lines.  Do I need to create a new .spritefont for each and every font size I intend to use?  I didn't see a method in the font class to change it dynamically unless I scale it... which doesn't look too pretty.
    [/EDIT]
  • 4/5/2009 11:21 AM In reply to

    Re: Too Many SpriteSheets?

    The danger is how much resource the assets use rather than how many assets you have. Use simple assets to start with and add more detail later when you have a good idea of what you can afford.
    Game hobbyist hell-bent on coding a diabolical Matrix
  • 4/6/2009 3:39 AM In reply to

    Re: Too Many SpriteSheets?

    I'm not sure I follow.  Could you give me an example?
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