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Home/ Questions/Q 8362387
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Editorial Team
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Editorial Team
Asked: June 9, 20262026-06-09T11:55:39+00:00 2026-06-09T11:55:39+00:00

I’ve created a single sprite sheet for my game app, with each frame 100×100

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I’ve created a single sprite sheet for my game app, with each frame 100×100 px.

Everything’s been working well until after I added a few more rows to the sprite sheet, then suddenly nothing gets drawn onto the screen any more. I reverted the sprite sheet back to an earlier version, which had less rows, and everything works again.

The sprite that works is 400w*900h px, and the one that stopped working is 400w*1400h px… I suppose there’s a middle ground somewhere I just haven’t bothered to look for it.

My question is what is there a dimension limitation on the resource image files? And is there another way to get around what I just descripted other than splitting it into different files?

Thanks in advance

edit: getMaximumBitmapHeight() helped a little: On my testing device (nexus galaxy) it’s only 2000 something… And on the emulator is in the 30k range :S Is there a way to set the allowed size? And if anyone knows… how different is it from phone to phone

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  1. Editorial Team
    Editorial Team
    2026-06-09T11:55:41+00:00Added an answer on June 9, 2026 at 11:55 am

    The Canvas class has a method getMaximumBitmapHeight() (& width , naturally ) to give you this information for a given device, you can just print it in a log message.

    On possible work-around is adding columns. Your image is only 400px wide but 1400 in height. It could be that 1400 is too wide but I very much doubt 400px is too wide.

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