So if this was a backdrop object, I would choose PNG8 with 64 colours as it looks quite good in comparison. The first image is PNG8 which means it contains 8 bits per pixel and it has a colour palette of 256 maximum colours but only contains 64 colours. Colour-wise they contain the same palette count but image 3 has an Alpha channel. The third one is PNG32 with alpha which is 47.5kbĪs you can see not much difference between PNG24 and 32. The 3 images below are PNG8, PNG24 and PNG32 respectively… PNG32 images use roughly 33% more memory than any other format so it’s wise to adhere to the types. So in a nutshell, use either PNG24 or JPEG for your backgrounds, especially stuff the user won’t really pay attention to and use PNG32 for player animations, animations that need clarity and enemies or objects that animate or need to seriously stand out. It gives the best clarity of the image you exported and will be maintained visually in Fusion 2.5. As this is the highest and most lossless format there is available. Alpha channels are highly recommended only for character use in Fusion 2.5 (Player Character/Enemies) etc. We aren’t here to talk about the in-depth technicalities, however for the sake of Pete, let’s define it as it ‘is’ a type, as both Fireworks and Photoshop see them as types. Some argue that PNG32 is not actually a type of the PNG format. PNG24 is highly recommended for background objects where you can use a single colour for transparency. It can also hold up to 16 million colours in the palette. It effectively means there are 24 bits to a pixel. PNG24 is the best alternative to JPEG if you want a lossless image, that is, an image without any loss whatsoever. Effectively, it roughly contains up to 256 of colours in the palette. It is best used for images such as icons that have little to no colour. So your image output will contain a lot less colour than PNG24. There are typically 3 types of PNG format you can use. What is my personal recommendation? Mostly PNG. From bitmaps and GIFS all the way to JPEG and PNG. Animations and Graphics in Fusion 2.5Īnimations and graphics in Fusion 2.5 can be a bit of a touchy area, only because there are so many options and file formats supported. If it’s vector, you might get away with using Quality (1 in the next dialog) over performance. If it’s a pixel-art game, choose performance over quality (0 in the next dialog). If it really does, then try downscaling to 450 x 200 and then import it to Fusion and in the events, do a scale action to double the size like so… If you have for example, a big enemy boss that is 900 x 400, does it ‘really’ need to be that big? If not, downscale it before bringing it into Fusion and then import it. However, this doesn’t mean that you shouldn’t try and ‘work with’ the engine, instead of against it. So when it comes to designing your games in Fusion 2.5, you can throw what you like at it and it will try its ultimate best to render it all in line with what it is supposed to do. That is what Clickteam have done, with the runtime being the engine and the features being just that, features (Fastloops/ForEach Loops/Physics/Animations etc.) aswell as still optimising the core engine. Eventually, the features could start to put a lot of weight and drain on the initial engine, so you would have to optimise the features that run on the engine. Over a duration of 10 years, you can add lots of new features. That reason is, it has been optimised to run at the most maximum efficiency it possibly can and this has been worked on religiously over the years that the runtime has existed. However, it doesn’t mean because you can’t see it, it doesn’t exist. This kind of stuff goes beyond the technical aspects of just ‘designing a game’ which is why it’s a grey area. Memory management inside of the Clickteam Fusion 2.5 runtime can be a bit of a ‘grey area’.
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