Noob needs help with Character size

  • #10, by tristan-kangThursday, 12. November 2015, 21:35 10 years ago
    I think it's safer to modify the path manually. I only have 7 rooms in my games + some interfaces.

    And some files, its webp format is heavier than png format. Strange somehow.

    I'm using photoshop CC + adobe webp plugin. I think it works perfectly for lossless webp format. I can set up automatic batch as action sequence, too.

    Well, I need to pay monthly for adobe programs. Better using it for money's sake + maximise its usefulness. grin

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  • #11, by afrlmeThursday, 12. November 2015, 21:57 10 years ago
    I read that adobe webp plugin was a bit bleh. Also it doesn't support alpha mask / transparency or something.

    You don't need to generate a lossless webp file. lossy quality 10 is almost exactly the same as the png but at a fraction of the file size. Some times the webp can be slightly larger than png, but it's rare & I think it probably has something to do with the amount of colors / details the image you are converting has.

    P.S: how long does it take adobe to export a single webp file? I can convert an entire folder of images to webp in anything from less than a second to around 30 seconds tops using XnConvert. Just because you pay for something doesn't mean you need to use it for everything. XnConvert is 100% freeware anyway. - it's the same thing when it comes to audio conversion... I used to make music in expensive daws, but you couldn't beat audacity when it came to converting & exporting your audio to other formats & the program is also, yes you guessed it, 100% freeware.

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  • #12, by tristan-kangThursday, 12. November 2015, 22:03 10 years ago
    Some times the webp can be slightly larger than png, but it's rare & I think it probably has something to do with the amount of colors / details the image you are converting has.


    The some files are really simple images consists of single colour. It also some files smaller than 20KB... or pretty random.

    Nah, there are two versions for adobe and the recent one supports the options.

    It takes around 10 ~ 15 seconds to handle one folder with 7 subfolders. I think it's pretty fast.

    I know audiocity. Adobe Audition is also good, too. Yeah, it comes with Adobe.... But I think Goldwave has the simplest interface + great pitch control system.

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  • #13, by afrlmeThursday, 12. November 2015, 22:40 10 years ago
    Adobe Audition used to go by another name, but I don't remember it off the top of my head. Ah I guess it was an old webp plugin I tried for adobe. I like the program I currently use now though as it remembers the settings I set the first time I ever used the program, so all I have to do is simply drag in a bunch of images, folder or folders & then press the convert button & it does the rest itself without me having to mess about.

    I've tried batch exporting layers with Adobe recently & it was so bloody slow. I could have exported the layers faster manually, but it did save me from having to do loads of clicking & manually naming each export, so there's that.

    Audacity, not audiocity. wink
    I used to use Sony Soundforge for cutting audio files up. I used Propellerhead's Reason & Presonus Studio One (two) for making music, but I always ended up sorting out the final exports & conversions with audacity - well for the mp3 conversion anyway. I liked exporting wav formats from Studio One.

    Anyway... try your adobe exporter on Lossy mode with quality set to max & see if you can spot any difference between the png version & the lossy & lossless webp versions & also check the difference in file size between the 3. versions

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  • #14, by tristan-kangThursday, 12. November 2015, 22:57 10 years ago
    I think the Audition used to be Cool Edit.

    I've tried batch exporting layers with Adobe recently & it was so bloody slow.


    I think it depends on computer's status. You probably used a laptop for testing it. smile

    I don't like the name of Audacity. It's a bit ambiguous for being 'audio' editing program. Well, I just nitpicked at program's name.

    I exported one image into 3 versions.

    PNG: 469KB
    100% lossy: 226KB
    Lossless: 246KB.

    About quality, PNG and Lossless are matched perfectly but 100% lossy version is slightly lacks of something... than original version.

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  • #15, by afrlmeThursday, 12. November 2015, 23:16 10 years ago
    Yeah I think it all depends on what the image consists of. I've struggled to notice the difference, but then again Adobe may handle the conversion differently to XnConvert - there's additional settings available to control passes & compression & so on.

    So 20kb difference between lossless & lossy versions. It's not much but as they say: "every little helps!". The difference between png & webp formats seems to be pretty good. Almost 50% difference. Something I've noticed is if the png is already really small then the difference may hardly be anything or sometimes the webp can end up a little bigger, which doesn't really make sense. But yeah, anyway... 50% difference is quite good as it's 50% less required HD space & animations potentially load 50% faster & the recommended specs to run your game are potentially 50% less (well maybe not, but you get the idea). grin

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  • #16, by tristan-kangThursday, 12. November 2015, 23:28 10 years ago
    I presume webp format is absolutely useful towards the big images. 3MB images went down as 1.5MB. 50% ~ 60% compressing rates can really help to reduce the game size.

    100% lossy version isn't that great I guess. Even jpeg can perform better than this version... this is just my speculation... I didn't test it.

    Well, it's the best format for mobile version of games. Because mobile! We know its spec!

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  • #17, by afrlmeFriday, 13. November 2015, 00:04 10 years ago
    Sure, it's good in general though. I believe Daedalic have been using webp for numerous of their most recent titles in VS - Deponia series etc. It's not just about the reduced file-size, it's about optimization in (again) general.

    The required VRAM for the png or webp version of the same image is the same, but webp will load faster because of the smaller file-size, which is important for animations; especially when it comes to pre-loading animations or loading frame by frame.

    In regards to compression rates I think you can get up to around 20% of original file-size @ lossy quality 10 (100%) but it more often than not ends up averaging somewhere between 1/3 to 2/3 of original file size - or at least that is what I've noticed from the many files I've converted after I've checked the total difference in size of all the frames in an animation.

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  • #18, by darren-beckettSaturday, 21. November 2015, 00:12 10 years ago
    Visionaire will convert all PNGs to WebP when building, just check the box, I've not had any issues with it.

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  • #19, by afrlmeSaturday, 21. November 2015, 00:34 10 years ago
    Visionaire will convert all PNGs to WebP when building, just check the box, I've not had any issues with it.


    Yes it will, but it lacks flexibility of manually creating webp files as you don't get a choice in the quality or various other things. Also to test your game with how it runs with webp in comparison to png, you need to compile a playable build each time.

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  • #20, by DuggySaturday, 21. November 2015, 16:53 10 years ago
    Loving the software! Just paid for a license.
    Happy days!

    Some questions while I'm game designing.

    1. Quicktime events possible?
    2. A find-a-word puzzle?
    3. Some form of rail shooting?
    4. A pixel hunt type puzzle? Where you find a list of things on the screen and they pop off.

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