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1. I will be more clear because, i think I misinterpreted your first post about WebP. For most of my images, I'm using: WebP,  lossy files, compensation 6, quality 90%, using the program Krita.

Unless you have a configuration I haven't accounted for, any quality improvement will come at the cost of larger file sizes.

2. Regarding 1080p, it's true that there are more devices than I initially thought with that quality (I had to check the statistics on that). But the other point I mentioned earlier still stands. If  I raise the quality to 1080p, that translates to larger images and videos, which leaves me with less space to work with in itch.io.


I'm not against the idea of changing the project's quality. But considering what's required, at best this will be something I'll implement in the future, and at worst, it will be something to keep in mind for future projects.

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If you mixed lossy and lossless, I might have found the lossless ones ;-)

I had downloaded the game, went to some folders and picked a file. It was 1MB and was a background. The next picture was the same background with a character. I assumed those files to be lossless webp. They were around 100kB after I recompressed them.

For reference, I am now using the first screenshot. It is png with odd resolution of 794x446. It compresses as lossless in webp as 353kB and with lossy setting 90 down to 49kB. The default 75 is only 18 kB.

This should get more efficient with higher resolution. Meaning 90 is a bit high. Your output is that of a rendering software. That should compress very good in lower lossy settings like 75. Maybe some of the presets can help there too, but I am not sure which one. 90 was needed for that odd resolution pic. The strap of the bra looks blurry, with lower setting. The png does not look good overall, and I can't pinpoint exactly why. Maybe because of the low resolution.

If you reuse backgrounds a lot, you can do so in renpy and use transparancy features.

Anyway, a factor of 20 for png masters and 10 for webp masters is expected in shrinkage by using lossy webp. And I have seen far too many renpy games that use png and complain about size limits. At least you used webp, but I assumed it is lossless because of my small sample size ;-)

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dude.... what is that spaghetti text? At this point you are trolling or you are ignoring my comments for random reasons. 

I will end this discussion here and make what i feel work the best for my project.

(XD is almost funny went you started to suggest i use PNGs. When explicity use webp to save space.)

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Haremkimdoms-0.12-pc\game\images_videos\escenas\0_intro\5_e_primera_mision_1 

 All the files in there are lossless webp. That is why I thought you use lossless webp.

And I did not say you use png. I used the screenshot as a reference file for compression comparison between lossless webp and lossy webp. The difference was 518kB (png) 353kB (lossless webp) 49kB (lossy webp in setting 90/6). And I found it odd, that the setting 90 was needed for that screenshot. Webp is usually better at this.

There are obviously translations issues here. English is not my native language, neither is it yours. If you think I suggested you should use png, please read my post again. If you still think so, use a translator page.

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Best you delete this discussion of misunderstandings.

And maybe consider using lossy webp for all the images and not for only some of them. 

Worst example is file 35 to 43 in that folder I cited. Same static background for 9 images encoded in lossless. That is what I found and that is why I made the initial post suggesting you should use lossy webp.

Also your initial reply was "Hi, thank for the comment but i think will not do that. ". What was I supposed to think?! You refused to use lossy webp, and later claim to have used it all along. Misunderstandings all around.