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Piemaster

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  1. True =S I meant that when I save sprites, which have low colour count, the gif format should be able to compromise colour information in favour of filesize. Since I am saving limited colour sprites I do experience no loss, but I also get a larger filesize than when photoshop saves the exact same sprite.
  2. When I export the game it clumps all the files into one big resources library file that the game accesses, so smaller files under 1 kb do actually save space
  3. Hey, I'm back. I went and did an example image to show you guys what I mean As you can see, with low colour counts there tends to be no loss when using gifs. The thing I find absolutely wierd though is that PDN saves larger gifs, which are lossy, than pngs, which are lossless I went and tried pdnnoob's method with the plugin, which actually took it down to 305 bytes which is about the same as the gifs saved by photoshop... But it has no support for transparency which is a shame (kinda need it) Though I do think pdnnoob is along the right lines... I think PDN doesn't have support for smaller colour palettes and that's what I think is the problem, and the plugin they sent me appears to fix that but has no transparency support, so if anyone knows of a similar plugin with transparency allowance it would be great
  4. Argh Delpart answered it anyway, that's a shame that they save differently =C I think I'll have a look around, but if anyone has something to say on this it would be a big help =L
  5. Well I went and adjusted dithering anyway, but still no changes to filesize =(
  6. That may be true, but we have been very careful with colour count and such, especially with sprites it tends to be better that the information is lost because with 1000+ sprites in our game, we don't tend to care as much that the program may have a sprite where two different colours have been grouped together because they are very close since on a larger scale it compromises the filesize of all our sprites. I also would not care about hidden image tags and such. Looking at the sprites, there is no actual visible difference between them, so that is what matters most along with filesize edit: when I save as gif on paint.net it gives me dithering and transparency threshold sliders. On photoshop it allows me to choose the palette of colours to be used, the matte, forced colours and I check whether or not there is transparency oh and, since I am working with sprites, I do not bother with dithering and such, so the settings for those on paint.net and photoshop are ignored. On photoshop the palette is always exact
  7. When I save gifs on my paint.net it tends so save very large files, much larger than when I save them as pngs however when I go and re-save the file on photoshop as a gif, the file ended up much smaller than both As an example, I had a sprite at about 28x16 px, when I saved as gif in paint.net it ended up as 969 bytes, then as a png it went down to 400 bytes, but then I went and saved in photoshop as a gif it managed to get down to 206 bytes I would like to know how I should go about trying to get the gifs saved in paint.net down to about the same size as the photoshop ones ideally, as I am working with a friend who does not have photoshop and I would like them to be able to save smaller gif files on their end
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