Timeline for Optimizing file-size of a sprite-sheet for a 2D game
Current License: CC BY-SA 3.0
7 events
when toggle format | what | by | license | comment | |
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Mar 24, 2015 at 14:07 | vote | accept | Game Dev 4 Life | ||
Mar 24, 2015 at 14:07 | comment | added | Game Dev 4 Life | In this case its not noticeable, but thank you for your answer, I though I was making a stupid thing doing this but from your answer I see its ok. | |
Mar 24, 2015 at 12:11 | comment | added | bummzack | So you create your original asset as 1920x1200, then scale it to 1024x1024 and stretch it back to 1920x1200 in Unity? Seems like a reasonable approach for backgrounds. I think it depends quite a lot on the actual artwork (whether or not the slight loss in quality is noticeable or not) | |
Mar 24, 2015 at 9:18 | comment | added | Game Dev 4 Life | aha okay thank you sir, this is very helpful, what do you advice me about backgrounds, i have around 10 bg that i would like to add in the game, since the bg's are going to be a little pixelated i told my frieds to create the image on 1920x1200 and then resize that same image to 1024x1024, and when i import them in unity i set the canvas scaler to scale based upon 1920 x 720 and it worked nice, the image is streched nicely and its ok, i want to hear your opinion about this method because i'm planing to use it in other games also. | |
Mar 24, 2015 at 8:34 | comment | added | bummzack | Tinting doesn't increase the amount of draw-calls. You can easily test that in Unity by creating several sprites and tinting them... As I've written in my answer: Downscaling is usually not a problem (upscaling is!). Especially with your circle sprites it's not going to be an issue. ImageOptim will preserve image-quality, yes (it won't resize the image, just optimize PNG compression). | |
Mar 24, 2015 at 7:52 | comment | added | Game Dev 4 Life | I though about this but I saw somewhere that tinting a sprite can disrupt batching or something like that... and also is it good to downscale a sprite? I mean as far as I know messing with the sprites scale is not a good idea, please tell me ur opinion about this. Also for me the problem is that maybe the size of the assets with unitys build will be near 50 mb and I want to publish my game on google play. Also will ImageOptim keep the quality of the image when it resizes it? | |
Mar 24, 2015 at 6:50 | history | answered | bummzack | CC BY-SA 3.0 |