User Tag List

Results 1 to 5 of 5

Thread: Importing graphics without alpha

  1. #1
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on

    Join Date
    Jun 2006
    Location
    Australia
    Posts
    988
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Importing graphics without alpha

    I'd like to know how MMF chooses whether or not to use alpha-channel transparency when importing a graphic into an Active object using the "Load Frame" action at runtime.

    Since Alpha Channels use up much more memory than using only one transparent colour, it would be preferable for MMF2 to use transparent colour for some of my loaded graphics, however they are in PNG format and I can't tell how MMF2 is importing them.

    Does anyone know if it's possible to force transparent colour instead of alpha channels for loaded frames at runtime? Would using a GIF instead of a PNG guarantee this?

    Thanks

  2. #2
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on

    Join Date
    Jun 2006
    Location
    Australia
    Posts
    988
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    It seems if I use a GIF it does use less memory at runtime, so I assume that's because it's not using alpha. Filesize differs by about 100kb, yet in game memory differs by up to 5mb depending on how much of the image is on screen (tested this using a large image).

    I'm concluding that it will be worth converting all my PNGs to GIFs. Anyone else got any feedback?

  3. #3
    Clicker Fusion 2.5 DeveloperiOS Export ModuleSWF Export Module
    Pineapple's Avatar
    Join Date
    Oct 2010
    Posts
    431
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    I would think that a lot of the memory savings have to do with the fact that .gif is 256 colors. Perhaps you should try exporting your .png's with 256 colors to see if you get the same memory savings.

  4. #4
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export ModuleUnicode Add-on

    Join Date
    Jun 2006
    Location
    Australia
    Posts
    988
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Just tested using a PNG with 128 colours. The GIF with 256 colours used less memory at runtime. Original PNG still used the most.

  5. #5
    Clicker Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleMac Export Module
    dsilvers's Avatar
    Join Date
    Jun 2008
    Location
    Boston, MA
    Posts
    658
    Mentioned
    12 Post(s)
    Tagged
    0 Thread(s)
    I think Fusion defaults to loading an alpha channel on imported images. I would recommend going ahead and saving them out as GIF's, otherwise you will have to go through each individual frame in the graphic editor and change the transparency mode from alpha channel to color.

Similar Threads

  1. Importing graphics without alpha channels
    By WhatPixelYouOn in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 12th March 2013, 07:02 PM
  2. Importing external graphics
    By Trowar in forum Multimedia Fusion 2 - Technical Support
    Replies: 2
    Last Post: 30th May 2011, 08:38 PM
  3. Importing Transparent Graphics
    By zeal in forum Multimedia Fusion 2 - Technical Support
    Replies: 24
    Last Post: 5th October 2010, 12:57 AM
  4. Importing new graphics in-game
    By Bugsey in forum The Games Factory 2 - Technical Support
    Replies: 1
    Last Post: 16th January 2008, 09:32 PM
  5. Importing Graphics
    By Jameycus in forum The Games Factory 2 - Technical Support
    Replies: 13
    Last Post: 29th July 2006, 01:11 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •