Stepping up performance with TexturePacker
TexturePacker is available on www.codeandweb.com.
Loading time is critical on mobile html5games. Some optimizations can be achieved by reducing the size and the quantity of the assets to be uploaded without giving up quality.
We’ll describe some of the basic things that can be done to minimize loading time. They are quite standard, followed by most developers and include optimizations on these fronts:
The resulting file is called audio sprite. Size wasn’t reduced but the amount of assets indeed, and this helped a lot to keep loading time low.
Game Engine – code
We are currently implementing Phaser for all our html5 games. Our cute Pocahontas Slots doesn’t make use of all the capabilities of this great and robust framework. It doesn’t need the physics module, for example. Instead of referencing this file in the index.html:
phaser.min.js (709kb)
we include the smaller:
phaser-no-physics.min.js (472kb)
Don’t forget to minimize your code too.
Graphics
Choose a good and unique resolution, all assets of your game will be dependent of this initial decision. We usually work with the iPad2 resolution, that is 1024 x 768 px. Our games look alright on desktop and devices with a big display without punishing players with smaller resolution devices.
Did you know about texture atlas?
http://en.wikipedia.org/wiki/Texture_atlas
A good program to generate them is Texture Packer. Once you’ve packed all the images into a texture atlas is time to compress the resulting png. We use an online tool called tinypng for that. This is the last step before releasing the production game.
In case you need a simple background image with a color gradient, for example, let’s say for the sky, generate a bitmap procedurally.