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(1 edit) (+1)

In this case, I had a predefined target I wanted the total assets to reach, so I went with a level of quality that got me there. It’s all budgeting though, if the game does really well I’ll be able to offer larger files. I think the game ran well enough on the web with the PNGs so I could likely go all the way up to 100% quality if I can budget the for the bandwidth.

(+2)

Makes sense, that's a quick and easy solution.

One thing you could still play with is using different levels for different types of assets - especially compressing backgrounds with lots of details and noise with lossy WebP will provide a *massive* size improvements compared to PNG which is terrible at compressing that (as showcased in my example of 2.4 -> 0.6/0.2), which could allow you to still use lossless for the sprites. Kinda best of both worlds.
But mostly, I just wanted to make sure you knew that lossless is an option for you to use :)

(+2)

That’s a good point, i kinda hit everything the same way here. I definitely have room to fine tune it. I’ll experiment.