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Implementing RLE level compression

Cloneoa
A downloadable engine for Windows

Just added RLE compression which is a basic compression that works like this: from "AAAAAAAAAABBBBB" to "A10B5", but in hexadecimal in this case.

This helped compress one of the levels from 1056 bytes to 112 bytes. Making it like:

0100001D0101001D0101001D0101001D01010012010000090101001D0101001D
0101001D0101001D0101001D0104000D0114000A011700070117000701190005
0119000501FF01FF01FF01FF01FF01FF

from:

0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000010000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0100000000000000000000000000000000000000000000000000000000000001
0101010100000000000000000000000000000101010101010101010101010101
0101010101010100000000000000000000000101010101010101010101010101

Also other minor changes:
- Going to use GameMaker instead for the level editor, which resulted in projects cleanup (removing the C# enViSiONer and KLOAPI)
- Visual Update Express changes, will take affect when the next update comes out
- Organized Ghazzaland tiles
- Unrelated tracker module test, test for if I should include those in game to get rid of having to use uncompressed wave tracks
- LIttle graphic and sound compression

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