Don't consider this too complicated. The point is, no matter what format you save your graphics files in, it makes no difference in the game's size, as long as the image is the same. So, don't waste your time in finding plugins/programmes that tend to pack an image better to produce a smaller file.
Take this as an example:
You save the same image as a BMP file and a PNG file. As the BMP format is not compressed (99% of the time), the BMP file will obviously be larger in file size in comparison to the PNG. However, if you import the image as a sprite in AGS, the file size would be the same regardless of the format the original image was saved in.
Take this as an example:
You save the same image as a BMP file and a PNG file. As the BMP format is not compressed (99% of the time), the BMP file will obviously be larger in file size in comparison to the PNG. However, if you import the image as a sprite in AGS, the file size would be the same regardless of the format the original image was saved in.
Quote from: general_knox on Mon 30/08/2010 02:54:28It does not really work like this. It will just take whatever the image is like (not the file) and compress it with its own algorithm. So, for your "that sprite wont be further compressed cause its already at its maximum compression" part it's practically incorrect. What AGS does, is that you may assume it first expands the images to their uncompressed, raw format and then compresses them with its own algorithms. Since AGS uses RLE for sprites, which is a far, far inferior scheme than those used in PNGs, you'll expect that the sprites would take up more space in the game than the original PNG file.
If I understand correctly then, if I import an uncompressed png (120kb), AGS will compress it as if I already did it manually with an external program (like png gauntlet)...and ends up, say, 60kb...so If I imported tha compressed png into AGS, that sprite wont be further compressed cause its already at its maximum compression...right?