Multiple spritesheets can be associated to the same animation and not all sprites need to be on the same spritesheet for them to be accessible by a single set of animations.It will automatically import the image and name it. You can bypass the Resource tab to import an image by simply clicking 'New' when adding a resource to an animation.Enlarging an object in the animation will also enlarge its collision and wall detection boxes.You can reduce the number of frames needed for some actions such as rotating objects, or stretch-and-squash by using interpolation in the animations tab.Platforming cannot take place inside a Menu scene in a side-view project because wall detections will be ignored.Applying a filter to the topmost layer in a scene will apply the effect to the entire screen, but applying a filter to other layers will apply it to the tiles present on the layer.For instance, applying a colour and opacity filter to a layer in the Scene Settings can up the GL Calls count by at least two units. Filters on objects or scenes have a relatively large performance hit.Every instance of a simple object with RGB sprites when placed on the scene normally adds 1 - 2 GL Calls to the total GL Calls.Enlarging a 32x32 object by any amount does not change the amount of GL Verts or GL Calls it uses.Therefore, it is best to restrict specific tilesets to specific layers or use a single tileset wherever possible. However, adding even a single tile to a new scene layer increases the GL Calls count by one this number goes up for every new tileset used on the scene, whether Basic or Gimmick. Adding tiles to the scene does not increase the GL Calls count, irrespective of the number of tiles added to an individual layer. Every 32x32 tile or object added to the scene, devoid of graphics or not, adds 6 GL Verts.GL Verts and GL Calls are generally not affected by the size of the sprite being used. For medium-to-high end PCs, a GL Calls count below 80 should provide FPS at least above 50. GL calls is the number of draw calls to the GPU. Vertices make up a triangle (3 per triangle) which are used to render sprites. GL verts is the number of vertices in the scene.Pressing F1 and selecting Show Simple Draw Load from the Debug menu will show the FPS of the current game.
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