I'm wondering what kind of things increase the size of a .cap file. How do I keep an eye on my .cap size? Okay so file size probably isn't usually the game programmer's top priority. But there's no point in being unnecessarily wasteful. For instance:
If I import graphics into Construct as bitmaps is it going to be any different than importing them as png or does construct convert them anyway?
Maybe there could be some way to locate what objects are causing a large file size. When you right click the object and choose "Object Information" maybe the size (in kb) that the object contributes to the .cap could be listed.
By the way, this all came about because I was posting a bug report and I couldn't get the .cap under the file size limit. I stripped out nearly all of the graphics and deleted several objects that weren't pertinent to the bug but I couldn't quite get down to the limit. (I think the limit was like 256 kb. Can anyone verify?)
[quote="Rich":1v6ezm3m]It's something we've recently discussed; after 1.0 we'll be splitting .cap files into .xml files, 1 per layout or event sheet. Graphics will also be external. [/quote:1v6ezm3m] will we still have the option to build a single .exe or identify what we want stored in .exe and what we want stored externally? i like the option to store images externally (makes replacing sprites lots easier) but i'd like to have control over what's called and what's stored within the .exe.