I'm creating a game that I knew would be somewhat memory intensive from the beginning. Prism uses pre-rendered graphics so it is easy to generate high-FPS, 8 direction animations. I have posterized my sprites down to about 16-20 levels and reduced the number of frames to a bare minimum. The numbers I'm about to cover are from before I reduced my file size. I'm bringing this up because I would really like to use more than 3-4 frames per animation.
I have things working OK now, but I'd still like to know why DMIs take up SO much memory in DS. Here are some examples:
Base human dmi: 3376 kb on disk
...when loaded onto a map in dream seeker: 130,504 kb
Boots armor overlay dmi: 1890 kb on disk
...when loaded onto a map in dream seeker: 104,684 k
Chest armor overlay dmi: 3131 kb on disk
...when loaded onto a map in dream seeker: 104,932 k
I should mention that the above numbers were retrieved using a completely blank project and loading the DMIs one at a time onto the map. There was no other code or resources that could have reflected upon the numbers.
The end result is 15.4 megs of art taking up a memory footprint of 742 megs.
Like I said, I've managed to shrink my file size down considerably (15.4 megs down to 4-5 megs). Even with the reduced size, I'm concerned that multiple characters with different armor on the map will take up obscene amounts of memory.
I'm looking forward to some insight.
Jan 12 2012, 6:19 pm