Ok, I'd like to have some advices to reduce my pixmaps' size stored into the memory. I've never paid attention how the images were stored into the memory until now. Well, if I'm correct, a pixmap have a similar algorithm to a BMP file. My problem is: I use pretty complexes sprit sheets (the walking animation has 32 frames for example (one of the longest animation)) and it is not long that it rapes the memory.
For now I think I'll:
-Reduce the game resolution to 640x480 instead of 800x600 (with all the sprit sheets of course).
-I'll use a mask instead of an extra byte for the alpha.
So my pixmaps should be about 45% smaller.
Is there anything else I should do to reduce more my pixmaps’ size?
Also, is it faster for Blitz to load an image into a pixmap is the target is Bitmap instead of a compressed picture such a PNG format?
For now I think I'll:
-Reduce the game resolution to 640x480 instead of 800x600 (with all the sprit sheets of course).
-I'll use a mask instead of an extra byte for the alpha.
So my pixmaps should be about 45% smaller.
Is there anything else I should do to reduce more my pixmaps’ size?
Also, is it faster for Blitz to load an image into a pixmap is the target is Bitmap instead of a compressed picture such a PNG format?