Minimalistic file size/lightweight?

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Minimalistic file size/lightweight?

Postby Hblade » Wed May 02, 2012 9:30 pm

How can I make a game small in file size? I notice that (even though it's 16 bit graphics), SNES games are VERY tiny, yet very complex. Is this kind of thing possible in GE? should I start using high-compressed BMP files?

Also they ran on 3MHZ.. :D
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Re: Minimalistic file size/lightweight?

Postby skydereign » Thu May 03, 2012 12:08 am

gE's engine is already 1MB so adding graphics, games made with gE can be pretty large. The best thing to do is minimize the need for new graphics. You can do this through color shifting tiles (though this is limited with gE's current rgb method) and using map files to store the elements of your game. You could also use bmp loading functions, or your own custom type, and draw images through canvas (but as you know that can be very taxing as well).
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Re: Minimalistic file size/lightweight?

Postby Hblade » Thu May 03, 2012 2:58 am

I see. So, will GE ever have some other method of color changing? It'd be nice to edit Palletes, or to make something "Flash" white the easy way.
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Re: Minimalistic file size/lightweight?

Postby SuperSonic » Thu May 03, 2012 8:57 pm

I too would like the ability to have "additive colors" :)
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Re: Minimalistic file size/lightweight?

Postby Hblade » Thu May 03, 2012 10:17 pm

Whats that :D
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Re: Minimalistic file size/lightweight?

Postby SuperSonic » Sat May 05, 2012 5:56 pm

Well, you know how you can make your animation darker changing the r, g, and b variables? Well, additive would be the opposite. You would actually be able to make it brighter (so you could make it flash white or something) :)
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Re: Minimalistic file size/lightweight?

Postby Hblade » Sat May 05, 2012 7:57 pm

Oh! That'd be awesome :)
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