Feb 19, 2014 at 11:45 AM
Join Date: Nov 23, 2009
Location: ... I got nothin'
Posts: 219
Age: 36
Pronouns: he/him
Since JPEG is now out of the picture, here is some info on PNG vs. BMP:
Personally, I always go with PNG over BMP for everything. I don't use JPEG unless I need a picture on a device that does not support PNG (like my crappy MP3 player). PNG will be a smaller file size than a BMP file of the same dimensions (there may be a few exceptions, like a tiny monochrome BMP or something). However, what I am unsure of is if MMF2 works quicker with BMP or PNG. It may have to uncompress the PNG format or something. I really haven't looked into it enough to know, I've just read a bit here and there about how some programs do better with BMP than PNG. I recall something to do with Direct X needing PNG to be uncompressed, which takes processing time, so in the end BMP was the way to go. I'm a bit skeptical of this really slowing things down in the end though, so take it with a grain of salt. All I know is that PNG is usually faster to load and it will not lose any quality at all and it's generally a much more intelligent format than BMP. One example is how it saves colors. The more colors you use, the bigger the file size will be, so it's real good for sprites that use only a few colors. BMP isn't nearly as flexible in this way so it can waste space needlessly. Also, PNG can have transparency values stored in the file itself. BMP can't. Though most programs let you choose a solid color to make transparent, so that one isn't such a big deal and probably means nothing to MMF2 usage, but it sure is useful for using on the internet. And PNG can have multiple levels of transparency, as opposed to just solid color and invisible, so you can do some nice glowing effects and stuff (Paint.NET is a nice little free program that can achieve this stuff). I don't know much else. Also, saving a JPEG into a PNG will still save the nasty artifacts, so you want sprites that are saved in a lossless format to maintain everything. And blur is the mortal enemy of sprites, especially pixel art (i.e. where each pixel must be perfect to maintain the correct detail). Blur = destruction and chaos and sad bunny cats. Yes, bunny cats. Please don't make them sad.
Finally, good luck with your fan game! ^^
EDIT:
You should try using somewhere around 3 shades of each color for your sprites. Just look at how many shades of each color Cave Story sprites use and try to match it. It should help.
Personally, I always go with PNG over BMP for everything. I don't use JPEG unless I need a picture on a device that does not support PNG (like my crappy MP3 player). PNG will be a smaller file size than a BMP file of the same dimensions (there may be a few exceptions, like a tiny monochrome BMP or something). However, what I am unsure of is if MMF2 works quicker with BMP or PNG. It may have to uncompress the PNG format or something. I really haven't looked into it enough to know, I've just read a bit here and there about how some programs do better with BMP than PNG. I recall something to do with Direct X needing PNG to be uncompressed, which takes processing time, so in the end BMP was the way to go. I'm a bit skeptical of this really slowing things down in the end though, so take it with a grain of salt. All I know is that PNG is usually faster to load and it will not lose any quality at all and it's generally a much more intelligent format than BMP. One example is how it saves colors. The more colors you use, the bigger the file size will be, so it's real good for sprites that use only a few colors. BMP isn't nearly as flexible in this way so it can waste space needlessly. Also, PNG can have transparency values stored in the file itself. BMP can't. Though most programs let you choose a solid color to make transparent, so that one isn't such a big deal and probably means nothing to MMF2 usage, but it sure is useful for using on the internet. And PNG can have multiple levels of transparency, as opposed to just solid color and invisible, so you can do some nice glowing effects and stuff (Paint.NET is a nice little free program that can achieve this stuff). I don't know much else. Also, saving a JPEG into a PNG will still save the nasty artifacts, so you want sprites that are saved in a lossless format to maintain everything. And blur is the mortal enemy of sprites, especially pixel art (i.e. where each pixel must be perfect to maintain the correct detail). Blur = destruction and chaos and sad bunny cats. Yes, bunny cats. Please don't make them sad.
Finally, good luck with your fan game! ^^
EDIT:
You should try using somewhere around 3 shades of each color for your sprites. Just look at how many shades of each color Cave Story sprites use and try to match it. It should help.