Hi, I'm developing HTML5 mobile games and I've been researching if there's a way to make big sprite images even smaller.
To put this in a perspective, right now, a png-quantized sprite sheet of around 2000x2000 pixels is pretty big, around 1MB in file size, which is just too big for mobile.
So looking out there, I've found that:
Android supports Google's own WebP (lossy with alpha), and that
iOS supports JPEG2000 (lossy with alpha).
I've been playing with the command line for compressing the image,
and I'm getting file sizes as 20%~70% smaller than the PNG8 quantized version.
But because this is a lossy process, doing it from the command-line doesn't let you control in realtime the quality parameters.
So if ImageAlpha would support WebP/JPEG2000, we could easily create very small files and optimized for each platform, making possible HTML5 mobile games with lot's of graphics and million of colors just a reality.
Hi, I'm developing HTML5 mobile games and I've been researching if there's a way to make big sprite images even smaller.
To put this in a perspective, right now, a png-quantized sprite sheet of around 2000x2000 pixels is pretty big, around 1MB in file size, which is just too big for mobile.
So looking out there, I've found that:
I've been playing with the command line for compressing the image, and I'm getting file sizes as 20%~70% smaller than the PNG8 quantized version.
But because this is a lossy process, doing it from the command-line doesn't let you control in realtime the quality parameters.
So if ImageAlpha would support WebP/JPEG2000, we could easily create very small files and optimized for each platform, making possible HTML5 mobile games with lot's of graphics and million of colors just a reality.
What do you think on the subject?
Thank you!