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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Using high resolution assets in GMstudio.
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Canned Turkey
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« on: November 20, 2015, 03:43:23 PM »

I'm working on my first non-pixelart game in gamemaker studio.
Is there anything I should be aware of?
Right now all that seems to happen with higher resolutions is the compiling takes longer.
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ProgramGamer
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« Reply #1 on: November 20, 2015, 03:54:05 PM »

Why are you trying to do something high quality with Game Maker? :^)
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Canned Turkey
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« Reply #2 on: November 20, 2015, 03:55:37 PM »

:^)

I said high resolution.

I thought everything I made was high quality.

:^(
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vimso
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« Reply #3 on: December 01, 2015, 11:12:28 AM »

Perhaps your high-res assets are using more texture pages, which take longer to compile? Shrug
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Vim Software
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« Reply #4 on: December 01, 2015, 11:18:41 AM »

Ok in all seriousness, I don't think there are many issues here. Just make sure to eventually optimize your sprite rendering and stuff, because most of the time you'll be shrinking down big sprites and that can take some processing power out of your game. I don't actually know how to do any of that, but that's why google exists yo!
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« Reply #5 on: December 06, 2015, 08:33:23 PM »

You'll be using larger/more texture pages as well as shunting more pixels around. Depending on your target platform(s), you'll see some degree of reduction in FPS. You can somewhat alleviate this by batching your draw calls - for example, if you have 20 enemies then draw all the enemies in one go (using a controller and a with() command) rather than drawing them in whatever order GM feels like. You can also use depths to get GM's internal rendering system to do some batching for you. Batching only works if the assets you're drawing are on the same texture page so bear that in mind.
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