COMPRESSION TECHNIQUES IN RPG MAKER GAMES.
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I said it on some other topic I think, but I'll say it again... use indexed colors for PNGs when possible. And this is unuseful (no one would care THAT much about it when pixelling), but PNGs compresses all same-coloured pixels that are close one to another.
That thing will be saved into something like this:
Not exactly like that, but similar... Same-colour pixels get "grouped" when they're next one to another, even when there's a "line break".
As for music, you can use 192, 128, even 96kbps! Sometimes even 64kbps works well, so mess a little with your music. It depends from a song to another, the amount of instruments, the volume of each instrument... the contrasts.
rrrrrrrrrggggggggggbgggg
ggggggggrrrrrrrrrbbbrrrr
ggggggggrrrrrrrrrbbbrrrr
That thing will be saved into something like this:
9r10gb12g9r3b4r
Not exactly like that, but similar... Same-colour pixels get "grouped" when they're next one to another, even when there's a "line break".
As for music, you can use 192, 128, even 96kbps! Sometimes even 64kbps works well, so mess a little with your music. It depends from a song to another, the amount of instruments, the volume of each instrument... the contrasts.
Why would the graphics need compression anyway ?
Most PNG files I have for RM related stuff takes only 20kb's of space at the most.
Most PNG files I have for RM related stuff takes only 20kb's of space at the most.
You realize PNG is a compressed image format, right?

















