Image Compression.
I have 80 scenes each with it's own unique 960x640 image for a background (actor size 480x320)
I'm using gimp to create these levels and with maximum png compression. They are averaging at about 320kb each. 25.6MB is a lot just on the level images. I have tried converting to jpg and letting GS convert them to png but that seems to get the same results
Are there any tips you can give me? Is there any good image compression software?
Or do I have to accept the large file size if I wan't that may levels?
I'm using gimp to create these levels and with maximum png compression. They are averaging at about 320kb each. 25.6MB is a lot just on the level images. I have tried converting to jpg and letting GS convert them to png but that seems to get the same results
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Or do I have to accept the large file size if I wan't that may levels?
Comments
Did for my TOTB3 game. Final was 4.7 mb, and after Image Optim it went down to 3.9.
Yes its free.
Am really struggling to get the full version of Honey Tribe under 20mb. (I gave up for a while but decided it was stupid to leave it over 20mb)
This sounds like it will do the trick!
Thanks for posting TSB
EDIT: Will it still work out ok with resolution independence checked?
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"Honey Tribe is not only a remarkably endearing little game, but it's also incredibly addictive." Pocket Gamer
"...a touch above the rest in the endless running genre" 148apps.com
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The downside of these are-
8bit with alpha give a less smooth edges against the alpha.
jpg quality is governed by how are the compression is pushed but is is surprising what you can get away with.
ogg files drop in quality as the compression is pushed harder, but in a lot of cases it is acceptable (VLC can batch process audio files to different compression rates).
hope that helps
kipper
(I have a half hour story with 84 images and about 26 minutes of audio that I have managed to get to 15meg so I can leave space for the engine. It has taken a bit of graft but it is possible).
The .ogg files are already compressed a lot, although I've kept stereo files. Can't bring myself to have mono music in my game. This is 2011, not 1950...!
Might squeeze the two mp3 tracks I have a bit more though.
Would also be nice if GS didn't automatically add 300kb of unused GS splash screens when you publsh!
Are you sure you've left enough room for the engine? In Honey Tribe it takes up 40mb, although that's 'cos everything is in one scene to avoid loading times between levels.
----------
"Honey Tribe is not only a remarkably endearing little game, but it's also incredibly addictive." Pocket Gamer
"...a touch above the rest in the endless running genre" 148apps.com
Say hi on Twitter
Like us on Facebook
www.HoneyTribeStudios.com
And I have everything across scenes with some backloading in certain cases.
I have got so mean with this that I wince when I have to use alpha channeled graphics in the menu system (but now flip things with the new boolean to save image file space). As for stereo... "when I was a lad, we had to live in a wet paper bag and eat gravel..."
You'll like this:
http://www.gdcvault.com/play/1014632/Classic-Game-Postmortem-PITFALL
Using TSB's jpg swap I'm able to get the full version of Honey Tribe to under 20mb. Which I was struggling with before using this tip.
However, I'm using resolution independence.
But the jpg images at 960x640 don't get duplicates which would normally be resized to 480x320.
So that means a non retina device will still be using the retina sized jpg images. So the RAM usage could get excessive depending on how many jpgs you're using.
So for the moment I'll probably try and strike a balance to use as few jpgs as possible while still remaining under 20mb.
I think it would be much better if we had the option to have more manual control over the auto-resized images.
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"Honey Tribe is not only a remarkably endearing little game, but it's also incredibly addictive." Pocket Gamer
"...a touch above the rest in the endless running genre" 148apps.com
Say hi on Twitter
Like us on Facebook
www.HoneyTribeStudios.com
But yeah, probably Joe Blogs would be fine with it. Although the reviewers might be more fussy.
I also think that quite a lot can be done with image processing to give a better impression of graphics. I don't think that many people properly consider the effect of contrast of objects to define them against backgrounds etc, or the use of colour in the design and even general UI. In my opinion these more important for clarity within the scene, and if got right, resolution will be less of an issue.
Have you played Honey Tribe? (The free version is in the link below). If I were to let go of the hi-rez images, what would you suggest to make sure it looked good on a retina device?
----------
"Honey Tribe is not only a remarkably endearing little game, but it's also incredibly addictive." Pocket Gamer
"...a touch above the rest in the endless running genre" 148apps.com
Say hi on Twitter
Like us on Facebook
www.HoneyTribeStudios.com