I’m currently developing a game prototype in Love2D. This is my first game with non-pixel-art graphics, and I honestly have no idea how to handle images that have higher resolution without both having very long loadings and killing the framerate.
So basically I have monster images that are 512x512 (which is the bare minimum for non-pixel-art graphics in the style I choose for this game honestly). I need to have 5 monsters on screen at the same time. The problem is that those monsters are animated. They have 22 animations of 15 frames, which make a final spritesheets of 7680x11264. I know this is huge, and I could reduce that into 22 spritesheets of 512x7680 if needed but I don’t think that will solve any problem really...
By the way, my animation system is a very basic one where I have spritesheets and then use quads to slice them and show the animation on screen.
Anyway, my problem is that with this kind of sizes of images I have very long loadings and also (and that’s the biggest problem here) a 10 FPS game.
So, my question : how do you guys handle that kind of images in Love2D ? I’m sure my current system is not optimized because I have always used pixel art style before and my images where 64x64...
Not every game is a pixel art game, so what is the way to do that correctly ? I surely hope Love2D is capable of handling those kinds of graphics, but I’m a beginner and I have no clue how to optimize that...
Thanks for the help
