I thought I’d take some time today to introduce you guys to Jambo – the monkey god of ancient times.
We’ve reached the end of my graphics optimisation series. To wrap things up I’ll be talking about the power-of-two rule.
For the iOS version of Dare the Monkey I’ve managed to squeeze everything onto just four texture atlases. Today I’ll reveal another one of my little graphics optimisation tricks that helped get me there.
A common technique when you’re trying to squeeze as much performance as possible out of your game is to half the size of certain images then scale them back up at runtime. However there is a slight variation on this approach that could give you the saving you’re looking for without compromising the final render quality of your image so much.
It’s time for another graphics optimisation tip and today I’ll be covering texture atlases.
Today’s graphics tip is all about optimising alpha transparencies, which are used quite a lot in Dare the Monkey.
It’s time for the second of my graphics optimisation tips. This time I’ll be talking about animation frames.
Sprite based games like Dare the Monkey are typically memory hungry. In addition, textures that aren’t GPU optimised can really drag your game’s frame rate down. While it’s great to strive for the best visuals possible, performance is king and you really should do your very best to reach the gold standard that is 60 frames per second. Oh and if you can get your memory footprint as small as possible then you’ll be opening your game up to a much larger range of devices.
The good news is that it’s possible to optimise your graphics without having to sacrifice too much in the way of visual quality. So over the coming weeks I’m going to be sharing useful tips from my own experience working on Dare the Monkey. So let’s get the ball rolling.
I’ve made some great progress over the last few months and I’m now putting the finishing touches to the iOS version of Dare the Monkey. However before I go ahead and release Dare I’ve been spending some time investigating additional platforms that will help enhance the experience for those who love all things Apple. In my previous post I showed the game running on Apple Watch and now I’d like to share with you guys some gameplay footage of Dare running on Apple TV! Doesn’t it look great!
I teamed up with my brother to build a version of Dare the Monkey for Apple Watch. He’s a programmer and thought it would be cool if there was a simple game mode that could be played from a player’s wrist. So we opted to build a simple but fun endless runner. In fact, if I decide to release it with the app then it may very well be the first endless runner available on Apple Watch. Wouldn’t that be cool! There’s still some work to do but I thought I’d show off a work-in-progress video. Enjoy!