How do I ajust 8bit image borders ?

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  • Hi guys, to optimize the size of my game I tried to convert my image to 8bit png in photoshop. In construct there is a white! border arround my player. is there a reason ??? can I have a perfect transparent background arround my sprite like in the higher bit images ????

    thanks

  • Im not 100% sure but I don't think that the 8 bit pngs in PS works very well with opacity, and therefore if your sprites in 24 bit depth have smooth edges, they will render a white border around the image where the opacity occurs.

    To solve it you have some options:

    1. Make all sprites with hard edges, mean you paint them with pixel setting in PS. This is the time consuming way, as you will have to repaint all the sprites.

    2. You can use this website to convert 24 bit to 8 bit pngs and will preserve the opacity as well. You can only do it with one image at the time so if you have a lot it will ofc take some time as well. To save the 8bit image you just right click the image it self and choose "save image as.."

    http://www.8bitalpha.com/

  • thanks... i will try the site... do U think it makes a signifant change for performance having all 8 bit images ???

  • Hi, I tried in fireworks of adobe...works also fine...I think there U can make a batch conversion

  • Go to this link...I made a small tutorial...

    https://www.scirra.com/tutorials/1166/c ... -fireworks

  • It will actually only have impact on the download-size.

    While playing all images will be put into memory unpacked, so a 64x64px image will take up 64x64x4 bytes no matter what format you have saved it in.

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  • Uh...really ? So the bit number is not affecting the game performance ???

    can U give me tips to have better performances...I mean general tips..I read a few scirra blogs about...but if u can give me a personal tip it would be nice

    thanks:)

  • I think most blogs and tutorials already explain the basics:

    • try to avoid every tick events if triggered events will do the trick.
    • try to reduce the collision-checks
    • try to limit the amount of objects on the screen to prevent overdraw and not use precious memory
    • use groups and (de)activate them when needed..
    • use functions instead of repeating (almost) identical events
  • Thamks very helpful

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