In MMF when you import a graphic picture for an active object:
Does it automatically compress into its smallest form? Ex. if I was to import a 500kb bitmap, would it change the picture into a smaller file like a PNG?
The reason I ask is I didn't want to start manually converting 70+ large bmp files if I didn't have to. I didn't want to make a huge application on pictures alone.
Thank you!
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I thought MMF would try and convert the image to the amount of colours that your application has. For instance, if you only have an app with 256 colours, probably GIFs are the best things to convert. A 16 million colour application would convert anything without loss of image quality.
I don't think they're using GIF or anything, they're using some other image compression algorithm. I saw something about it on the Clickteam forums, you should look there.
I'm pretty sure active objects all use bitmaps, so even if you convert something into .png, once you import it into the active object's animation, it's going to take up just as much space as just importing bitmap images. I could be wrong about that, though, so I really don't know why I'm even responding. I guess I thought that was a pretty common programming thing, where sprites used bitmaps. MMF2 may be different, since all active objects can use an alpha channel and I don't believe bitmaps can do that.
I guess one way to find out would be to save one copy of the application without having made the conversions, and one copy having made them, then comparing the file size. Then you could come back here and answer your own question since we're all curious now.