I don't know if the topic subject is correctly expressed.
What I mean is that games I compile with ags are really big (like 30mb) and I see other games compiles with ags with the same image cuality or even better which are not big at all (5mb).
Do you know what I have to do?
I think you posted in here by mistake?
Anyway ...
There are several factors that can contribute to this;
1) Are you using Bitmaps for your graphics
2) Are you using higher quality sound files
3) Are you zipping the file
Image quality isn't noticeably different between a png and bmp but the file size is vastly different. Since you reference "image Quality" in your message I'm guessing this is your problem.
does the graphics format used for backgrounds really make any difference to the size as AGS converts them all to it's own format anyway?
but ofcourse, a 32 bit background/game is going to be bigger than a 16 or 8 bit, so if your backgrounds are using less than 256 colours then make sure you save them as 8bit and only use 32 bit if you absolutely must.
I don't know why people still talk about using a compressed image format for smaller game size. :P
The format of the original image files has no impact on the size of an AGS game. The backgrounds and the sprites (well, you can choose not to compress the sprites in the editor, though there shouldn't be much reason not to compress them now) are all compressed in their own format in an AGS game.
Using compressed formats like PNG would save your own HDD space when you're developig your own game though.
And, though the image format doesn't matter, like BOYD mentioned, the colour depth does matter. So, use 32-bit only when it is really needed. 16-bit would be enough in most cases (I won't suggest using 8-bit as it could be hard to handle for people not familiar with it).
Quote from: Joe Carl on Thu 31/07/2008 18:09:48
What I mean is that games I compile with ags are really big (like 30mb) [...]
In addition to what has been said, 30mb is not big at all.
Moving this to Beginner's Tech.
Quote from: Gilbot V7000a on Fri 01/08/2008 01:53:36So, use 32-bit only when it is really needed. 16-bit would be enough in most cases (I won't suggest using 8-bit as it could be hard to handle for people not familiar with it).
Crap, I don't know why I never cared about the bit settings. My sprite file is 80 god damn megs now. Did anyone ever write a program that would convert the sprite file to whatever bitsize?
Converting thousands of sprites might take a little while if done manually. Plus I might be able to run the game in 16-bit mode without sprites disappearing randomly throughout the game. I'm not actually making a game that needs 32-bit but it somehow accidentally got left at 32-bit while doing a transparency test and now almost all sprites are 32-bit... :o