Add .webp format support

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  • Hey! It'd be really cool if Fusion started supporting the .webp image format, since it both supports image transparency and saves up way more space than PNGs, making the final build significantly smaller.

    A few weeks ago, I started a new project with an app size of 1440x2800. I was stunned when I realized the whole build scalated to nearly 50 mb, just because of graphics. And this was just an early alpha. So I believe webp compatiblity would be an outstanding extra optimization feature to add in the next updates. I hope you consider this!

  • While I don't know if Clickteam is planning to add this, I do have some suggestions for shrinking file size. First, use JPEG files for any images that don't require transparency. Second, use OGG files for audio instead of WAV files since OGG is compressed and WAV is uncompressed (there shouldn't be any significant impact on quality, none that I've noticed anyway). Third, set the compression level to "Maximum" and enable "Compress Sounds" in your Properties panel. Finally, keep in mind that unless you're scaling up from a lower resolution, a larger resolution will result in a larger build size due to graphical assets needing to be bigger both in resolution and file size, so develop in a lower resolution if possible (maybe 1280x720 instead of 1920x1080 if your aspect ratio is 16:9). For pixel art games you could also scale up from a lower resolution with anti-aliasing disabled (to preserve the crispness of the pixels) if you'd like. You don't have to follow all of these steps, but these are just the ones that I use to keep the size of my builds down.

    Also, why 1440x2800? Is that the size of your application window, the size of the game frame, or both? If it's also the size of the game's window, I'm sure you could reduce the resolution a little bit. It does seem a little larger than necessary to me.

  • Thank you for the tips! Despite current Fusion not being architecturally able to support .svg, I don't see why it couldn't support .webp, since they do have a fixed height and width. .Webp has lots of advantages over jpg and png, being both significantly smaller in average, and supporting the alpha channel. This would really help reduce final build sizes in the current Fusion, so I really hope it gets added in future updates.

  • Thank you for the tips! Despite current Fusion not being architecturally able to support .svg, I don't see why it couldn't support .webp, since they do have a fixed height and width. .Webp has lots of advantages over jpg and png, being both significantly smaller in average, and supporting the alpha channel. This would really help reduce final build sizes in the current Fusion, so I really hope it gets added in future updates.

    Yes, this is especially true now 2 years after you first requested it.

  • .svg is slow for games, it's heavily based on math, and as the vector gets more complex things get slower.. If you want to not lose quality as you scale up, try have your image high res in the first place, so for example if you gonna scale up to 2x the size, you would want the image to be made for 2x the size in it's original form, and scale that down to 0.5 (half the size) by default, so basically scale 0.5 would be your new 1.0, and 1.0 would be your new 2.0, this way you won't lose quality as you scale up...

    .webp is more displaying images on the web, not really for games, but it may be useful for the HTML5 runtime.

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  • Webp support would currently be pretty pointless. It's still far less widely supported than png, and its only advantage is a slightly reduced file size, which is not really much of a benefit in this day and age - neither storage capacity nor transfer speed are ever going to be an issue (we all have hundreds of gigabytes, if not terabytes, of storage, and superfast internet connections). To benefit significantly from it, you'd need to be a huge corporation, storing and transmitting vast quantities of (image) data - in other words, you'd need to be Google, who not coincidentally, are the ones who created webp and continue to force it on us (like if you try to download a jpg image, Chrome will force you to save it as a webp file instead).

    SVG however, would be really interesting, for a couple of reasons.
    Firstly, it would obviously give Fusion the 2D vector graphics capability that it has always lacked - allowing for infinitely scalable graphics, without the pixelation you get with raster graphics. I wouldn't dismiss vector graphics as being too slow for games - in their heyday, 2D vector-based Flash games were pretty comparable to the games most people are still making in Fusion today, and that was two decades ago (hardware has moved on since then).
    Secondly, SVG images are composed of various elements - circles, squares, straight lines, curves, etc. The ability to select individual component elements (by id or class) and modify their properties, would be hugely powerful - things like skeletal animation, variable sprite skins/items/colour remaps/etc, dynamic text and GUIs, would all become far simpler. For those using Fusion to create applications rather than games, it would also be fantastic for creating dynamic charts, diagrams, tables, etc.

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