png Vs. jpg

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  • EmperorIng360

    That's only when you edit them. Like if you were to change the image multiple times. Its like what happens when you use a copy machine and use the copy to make another copy.

  • There seems to be a lot of confusion in this thread. All that's being asked for (if I understand) is convert to JPEG on export to reduce the download size for certain images. Of course JPEG is lossy and doesn't support alpha, which is why it is never used in the editor, it just could be an option to further compress JPEG suitable images when exporting.

    This has been on my todo list for a while. A workaround in the mean time is to convert images to .jpg yourself after exporting, then you need to update the filenames in two places: first in c2runtime.js and then also in offline.appcache. (find and replace myfile.png with myfile.jpg in both)

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  • There seems to be a lot of confusion in this thread. All that's being asked for (if I understand) is convert to JPEG on export to reduce the download size for certain images. Of course JPEG is lossy and doesn't support alpha, which is why it is never used in the editor, it just could be an option to further compress JPEG suitable images when exporting.

    This has been on my todo list for a while. A workaround in the mean time is to convert images to .jpg yourself after exporting, then you need to update the filenames in two places: first in c2runtime.js and then also in offline.appcache. (find and replace myfile.png with myfile.jpg in both)

    If it's on the todo list than I can sleep more calmly :)

    All I asked was to keep the source file intact. If the game designer uploaded a jpeg it must have been in purpose. The same goes with Png.

    I simply use both formats cause I know what format gives me the best possible outcome. Sometimes I prefer a Jpeg cause I use large bitmaps and I don't mind losing some details and sometimes I enjoy the transparency and don't mind the file size.

    Thanks.

  • All that's being asked for (if I understand) is convert to JPEG on export to reduce the download size for certain images... ...it just could be an option to further compress JPEG suitable images when exporting.

    What I think would be really useful, and is what HotGod is probably suggesting, is not just a JPEG compression option on export, but a way to link an manage different file types as textures.

    Like HotGod said:

    All I asked was to keep the source file intact. If the game designer uploaded a jpeg it must have been in purpose. The same goes with Png.

    I simply use both formats cause I know what format gives me the best possible outcome.

    I share this very same desire.

    What comes into my mind is the way 3D softwares manage textures. They normally have a texture slot that you can set to any image you want, using any of the supported formats. They normally also include some options like ignore or invert alpha, use mipmap, interpolation mode, etc. Then the image gets linked to the texture slot.

    C2 does almost the same thing, the main difference is that it automatically converts any image you load to PNG. And that is what causes conflict with the designers intentions when using different image formats.

  • I thought this one was solved. I read a blog about the feature that determines image file type on export. Now tell me where the !@$@#% switch is....   <img src="smileys/smiley20.gif" border="0" align="middle">

    Ahh, here it is...

    www.scirra.com/manual/129/image-format

  • Loki2020 yep, this was added recently. You might find this blog post interesting too: http://www.scirra.com/blog/66/image-compression-in-construct-2

  • As you proly know I am doing a relatively graphically intense project. I just used the image editor to convert the BGs to JPG instead of PNGs. This process did a fairly good job on most of my HD images accept two of the ten looked so-so, and one looked like crap. I decided use PS CS5 to replace the offending JPGs. Now all looks great and all i had to do was upload the revised JPGs.

    original BG PNGs 10 x 500kb     = 5000kb

    construct JPGs 75% 10 x 50kb    = 500kb

    final:

    construct JPGs 75% 7 x 50kb +

    my revised jpg's 80% 3 x 120kb = 710kb

  • Loki2020

    I know this is an older post, but just wondering what resolution are you using for your game? and is there action going on,on top of these background images?

    I'm trying to do 1920x1080 backgrounds for a space action shooter. And when my backgrounds are png or jpg, it slows the framerate considerably.. I get about 46fps and it's visible in the action. All sprite movement seems to pause for a nano second or 2 making it look jumpy.

    when I export the game to run on Mac OSX or Windows it's fine and there's no framerate issue. But my tests are all in dropbox, so maybe that could be the issue? But I wasn't having this problem until I upped the resolution (from 1280x720) and added new background images.

    any suggestions would be helpful!

  • Loki2020

    nano second or 2 making it look jumpy.

    not a nano second.. a millisecond!

    I have an older computer, but when I run this I only get 30fps.

    capx

    When my full game that I am working on has 100+ events, collision detection etc.. and runs at 60fps.. but when I add the nice space background it runs awful (in preview mode anyhow).

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