PNG is too big, any update on JPG?

Rebellare

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Sorry if I put this in the wrong thread, pretty new as far as posting goes...

Currently, my "pictures" folder is already 824MB with only a third of version 0.1 complete. If this keeps on, my game's gonna be over 7GB by the end of version 0.3... can't have that...
I've tried the only option I could find after hours of searching (The "change the filename to image.png.jpg" to fool the editor), but it simply doesn't show the image.
That post was from 2015 so I've been wondering... Has anyone found a way to implement JPGs in the meantime (When I convert them into JPG, it keeps the quality and reduces a picture from around 2MB to 200KB)?
PS
PNG compression is not an option as every compressor I tried ruined the image quality.
 

AceOfAces_Mod

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Unfortunately, JPG doesn't support transparency out of the box. It could work with some pictures, but if it is something like a tileset, it will simply show white behind it. So you have to use PNG, unless you tell the engine to treat a color as transparency color (which can cause some weird rendering issues.

As for PNG Compression, I suspect you tried to edit compressed files after you compressed them, causing glitches. Compression should be done after you finish up the edits. It's a finalization stage of sorts.
 

Jonforum

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the software no support jpg, but the engine yes !!
If you learn js, you can import all file extension your need, also gif.
Maybe rmmv not add jpg for legal commercial license !? or i don't know.
PNG are recommended for quality on small file with alpha channel.
JPG for big map background without alpha.
But you loose quality with jpg, the png are better quality vs weight than the jpg at 100%

for add jpg , just use the command
PHP:
new PIXI.Sprite.fromImage('dir/Myfile.jpg');
 
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Kes

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You can put all your graphics through tinypng.com including things like your animation sheets. You can reduce the size by between 60-75% without loss of quality.

However, I am surprised that your file is already so large - unless, of course, you are doing all parallax maps. But those can also go through tinypng to get the size down. One thing to bear in mind, though, the heavier your graphics the more likely you are to run into slow load up times, which many players find deeply annoying. You may have to ask yourself how much your game actually needs before it becomes so cumbersome that players walk away.
 

Aesica

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unless you tell the engine to treat a color as transparency color (which can cause some weird rendering issues.
I really can't recommend even attempting this due to the lossiness and artifacting that results from jpg compression. A spritesheet using 0x00ff00 (pure green) as its transparent background color would show bright ugly green lumps and dots all around the edges of everything because, after compression, the artifacts would be something slightly offset from 0x00ff00 and thus, would not be rendered invisible.
 

TehGuy

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download something like OptiPNG and fine-tune the settings until you're satisfied. I know I've used it before and couldn't tell any difference at their operating resolution (ie what the player's going to be seeing) yet it still managed to cut down on file sizes quite well (depending on the image, of course).

Though it's going to take a while depending on your CPU, your settings, and the amount of files you want to run through
 

Rebellare

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Actually, I render my pictures in Daz3D in FullHD. That's why each pic uses up around 2MB space and I have over 300 pics.
Tried "Optipng" and "tinypng"... both did lose quality.
Like I said, JPG solved my problem as it held the quality near perfection and reduced filesize from 2MB per pic to around 250KB
 

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