So, hopefully my last post didn’t leave you on too much of a cliff hanger, when we came to implement the final machine graphics we very quickly started running out of texture memory. We were hoping to get each of the machines into it’s own sprite atlas, but because the images were so high res it was proving impossible to get each of the frames as they were into a single atlas.
The solution we hit upon was to divide each of the machines in a number of different layers. These layers would then be put back together at run time. Each layer contains it’s own short piece of animation and when played at the right time would sync up with the other layers. These layers were much smaller than displaying the whole image each time and so made it possible to squeeze into one atlas.
Below are a few gifs showing how we divided up some of the machines.