Best image format and Compression to make as small as possible
dugistheking
Member Posts: 83
Hello all!
I have published my game MOTR Coin Flip ( check it out its 100% FREE. Comments welcome and ratings wanted!)
https://market.android.com/details?id=com.jaxelstudios.coinfliplite&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5qYXhlbHN0dWRpb3MuY29pbmZsaXBsaXRlIl0.
Most images are .png format and I have compressed them using Imageoptim. However many images seem to be around 200k each. This all adds up when you have many images. Can anyone advise how to best compress images further?
The quality must still be good but any tips appreciated.
Is .png the best format?
What about tif format?
Any recommended tools for compression or "save as" methods?
Can images be resized without them looking stretched or broken?
some images are based on retina display others are just on screen elements.
Your help would be greatly appreciated! I am sure I am not the only one having issues on this topic!
If any of you have free games that want reviewing please let me know, happy to help. As long as you rate mine
I have published my game MOTR Coin Flip ( check it out its 100% FREE. Comments welcome and ratings wanted!)
https://market.android.com/details?id=com.jaxelstudios.coinfliplite&feature=search_result#?t=W251bGwsMSwxLDEsImNvbS5qYXhlbHN0dWRpb3MuY29pbmZsaXBsaXRlIl0.
Most images are .png format and I have compressed them using Imageoptim. However many images seem to be around 200k each. This all adds up when you have many images. Can anyone advise how to best compress images further?
The quality must still be good but any tips appreciated.
Is .png the best format?
What about tif format?
Any recommended tools for compression or "save as" methods?
Can images be resized without them looking stretched or broken?
some images are based on retina display others are just on screen elements.
Your help would be greatly appreciated! I am sure I am not the only one having issues on this topic!
If any of you have free games that want reviewing please let me know, happy to help. As long as you rate mine
Comments
You can resize images evenly by holding shift key when dragging the corner of an image onscreen, or simple type in the values you want in the attributes pane for that particular image. Upscaling will give your image undesirable results if you go beyond its original dimensions, though.
Many image tools that let you adjust .png compressions on images. Deep Blue has a Project Optimizer that works very well with helping you optimize your project. It costs money, but it's a tool I use on every project (along with a few others from them).
http://www.deepblueapps.com/Deep_Blue_Ideas_Ltd./GS_Optimizer.html
I can Deep blue app optimiser - I have had better results so far better results with ImageOptim. ALthought the tool is good for telling you about images you dont use or inactive actors. They still havent fixed the bug where if you rename files it doesnt rename them properly. I'll try image alpha and get back to you all thanks!
How do you know which options are best like colours ? There is no 'best' - it's all entirely subjective there are no right or wrong settings, if it looks good to you then it's good, if it looks bad to you then it's bad.
ImageAlpha is a very different beast and is all about reducing colours to 256 and fewer (whilst keeping some alpha capabilities) and the corresponding huge reduction in file size. You can still compress a file with ImageOptim after it has been through ImageAlpha - you may get a few extra %.
Once a file has been compressed with ImageAlpha it is no longer 'the same' file.
There is always the 'use JPGs' trick to minimise your project size but with lots of images this can effect performance as iOS likes PNGs.
I think it has also been noted that the Xcode build process sometimes/always inflates slightly some PNGs that have been heavily optimised with ImageOptim.
SUPER thanks for the tips all! Let you know when updated game comes out!
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
I have a png image saved out of photoshop and it's 1.6mb (I'm designing for iPad retina). I run it through imageAlpha and can get the file down to 458kb. Great!
Now I import that into Gamesalad, and save the GS file. Then I do the 'show package contents' trick and navigate to the images folder to inspect my newly imported file....guess what. It's back to 1.6mb.
Therefore is imagealpha creating some form of 'on the fly' compression/decompression. Do you think you could do this test for me and see if you have the same results?
Just create a very large photo image so that it's above the 1MB mark. Then imagealpha it down. Take note of the size then import into a blank GS file. Then check the package contents to see the actual size.
Anyone else care to to this test for me?
It seems that ImageOptin is also a free download - so I went to the website to check it out. Then I saw this page regarding X-Code's built in optimisation. For those who have (way) more knowledge than I about this subject, perhaps you could give this dummy a heads up on your thoughts about deactivating the Xcode optimiser as suggested here:
http://imageoptim.com/xcode.html
Many thanks to all of you for sharing your knowledge on this forum - it's a BIG help, believe me!
westwood
Guru Video Channel | Lost Oasis Games | FRYING BACON STUDIOS
http://forums.gamesalad.com/discussion/comment/354237/
via @slowboy
HOWEVER. After applying this method my GS project file ends up at 26.8mb.
BUT after publishing it, my outputted app file ends up 46.7MB.
So where is the extra file size coming from. Could it be Xcode? Or is it 'extra' gamesalad code. I can't imagine 20mb of code being added. It's got to be coming from the images.
EDIT: Just did a check on my outputted app file. (Show package contents)
One image as an example was 500kb. but is now showing as 1.2mb.
Therefore somewhere along the process of publishing, the PNGs are being converted. And they are being made larger.