Construct 0.96.4 released

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  • nah png best for everything

  • saving as lossless pngs is not compressing

    It is - the filesizes are smaller than BMP, and there is no quality difference. However, given the way Construct works, it'd be difficult to implement different compression formats for specific images, I'm afraid. And if all images were exported as JPG, pixel artwork and game sprites would come out all artefacted. As a workaround, you could try storing your JPGs as external files, and load them at runtime.

  • I use only PNG and BMP formats. Who in their right mind would use JPG?

    I haven't checked if it was added yet, but I want GIF import for the animations.

    Anyway, thanks for the awesome updates!

    (0.96.3 crashes a lot and had some slight annoyances, so I kept 0.96.2 for a while.)

  • Who in their right mind would use JPG?

    anyone who has at least 20 photographs in their game and wants to make the game small in size

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  • Wasn't there supposed to be a way to store files in the .exe? I wouldn't want people editing them.

  • Can't you store them in the resources tab where the icon is kept?

  • Can't you store them in the resources tab where the icon is kept?

    and how do you read jpegs stored this way back into a sprite animation?

  • and how do you read jpegs stored this way back into a sprite animation?

    I'm confused as to why you would even want to do that

    If the information you're storing is sprites... then just make them sprites. That's what the sprite object is for.

    And if you're concerned about the size of a character portrait, well... don't be. It's not like your character portraits are going to be 1024x768. Or are they

  • Making a new family appears to crash Construct for me. I think it's the icon-editing part when you create it.

    Making sure I'm not the only one getting this, before I send a bugreport.

  • Here is the "crash.cap"

    http://www.4shared.com/file/59202779/589198a4/crash.html?dirPwdVerified=a93f3a41

    run and wait some seconds.

  • I'm confused as to why you would even want to do that

    five 400x300 portraits in PNG = about 750kB

    five 400x300 portraits in JPG = about 85kB

    that's why, deadeye (it's rhyming day!)

  • Maybe a better option would be to zip them and unzip at runtime. Possibly even adding something so that Construct could do this.

    That way, you'd have the file size reduced for downloads, but not reduced in quality. Also, you'd be able to put a password on the zip to keep people out (until they figure out where the files are stored at runtime anyways).

    I have no idea if this is possible already or whatever, just what I would do if it were up to me.

  • Maybe a better option would be to zip them and unzip at runtime. Possibly even adding something so that Construct could do this.

    PNGs allready applies loosless compression, so (actual example) a 158kB PNG zipped weighs 158kB so there's no point other than to enlarge the app filesize yet more by including the zip/unzip plugin pointless, sadly.

  • Pointless? The point is you wouldn't need to use PNG. Could keep your BMP or whatever and still gain the filesize. (I don't need such a feature, I'm just pointing it out).

    Also, when I say zip, I mean all formats. Rar, 7z, Ace, etc.

    EDIT: I should also note I think PNG is obviously the best method, I just can see why someone might want an alternative.

  • Pointless? The point is you wouldn't need to use PNG. Could keep your BMP or whatever and still gain the filesize. (I don't need such a feature, I'm just pointing it out).

    I'm not saying that the png format should be replaced by jpegs, what would happen to pixel art. I'm just pointing out that pngs can weigh two - three times more than jpegs of reasonable quality.

    Also, when I say zip, I mean all formats. Rar, 7z, Ace, etc.

    have you tried it or you just write to write and to argue? as I said, png is already compressed. try to zip a zip and see how much will you gain.

    EDIT: I should also note I think PNG is obviously the best method, I just can see why someone might want an alternative.

    :sigh: how many times have I explained why and you still can't see the point? ok, so now at the time I'm writing this I have a 1024x768 game with a frame with a 1024x768 photo in background. It's 340kB in PNG format in runtime. The thing is, that the same photo in jpeg format is 87kB. Imagine someone doing Curse of Enchantia (could not think of any other adventure game) clone with beautiful backgrounds... jpeg can be almost not lossy compression and still weigh less than PNG. Thats my point and I beg you don't tell me that PNG is the best method. It's not. The best method is to have a choice

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