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AppGameKit Classic Chat / Image file formats supported

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krid
9
Years of Service
User Offline
Joined: 2nd Dec 2014
Location: Almaty / Kazakhstan
Posted: 2nd Dec 2014 13:50
Cant find any info about what kind of image file formats is supported in Help files that comes with this app.

Can anyone list full info about this subject? (maybe there is restriction like 16 bit only etc)
Markus
Valued Member
20
Years of Service
User Offline
Joined: 10th Apr 2004
Location: Germany
Posted: 2nd Dec 2014 16:50 Edited at: 2nd Dec 2014 17:06
normal png jpg bmp
png is best (i using rgb or rgba)
jpg have data loss
bmp is big

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Impetus73
13
Years of Service
User Offline
Joined: 28th Aug 2011
Location: Volda, Norway
Posted: 2nd Dec 2014 16:57
Use PNG, end.

----------------
AGK programmer
Did Amiga / AMOS programming in the 90's.
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 2nd Dec 2014 17:35
I think it is best to get used to using PNG with alpha channel. It's the only way to have irregular shaped sprites and images and varying level of transparency.

Quidquid latine dictum sit, altum sonatur
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Dec 2014 03:35 Edited at: 3rd Dec 2014 03:45
i kinda wonder about using png on sprite atlas textures.

does anyone notice a blured effect with a sprite scaled bigger?
i was wondering if there is a setting to stop that from happening.

i see it less if its a bmp file on my windows pc...maybe this is an odd case?

edit: here are the original atlas textures...1 bmp and the other png

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SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 3rd Dec 2014 03:42 Edited at: 3rd Dec 2014 03:50
here is a screen shot showing my problem between the 2 formats on windows.... bmp seems to look much better... why is this?

i wish it was more sharp like the originals posted 1 post up

edit:this may be platform specific... cause it actually looks good on my blackberry to load in the png.... just not on my windows pc.

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baxslash
Valued Member
Bronze Codemaster
17
Years of Service
User Offline
Joined: 26th Dec 2006
Location: Duffield
Posted: 3rd Dec 2014 09:33
Have you tried using:
SetImageMinFilter(imageID, 0)
SetImageMagFilter(imageID, 0)
Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 3rd Dec 2014 16:06
Looks like you might have lost your transparency, how are you loading the image?
SoftMotion3D
AGK Developer
19
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 4th Dec 2014 01:46 Edited at: 4th Dec 2014 01:57
just with
imageid=4
loadimage(imageid,file$,1)

im also setting an atlas texture for my sprite

SetImageMinFilter(imageid, 0)
SetImageMagFilter(imageid, 0)
setspriteimage(1,imageid)
setspritescale(1,2,2)
setspriteanimation(1,32,32,16)
setspriteuvborder(1,0.5)
setspritedepth(1,10)

its strange cause the transparency is still with the sprite...its just blurred something bad. Mostly visible when scaled bigger.

@bax.. thanks for those commands but looks like i still have a weird smearing effect with my sprite. It just looks like a sharp blurr mixed together.. see image.

oddly this is just on windows...

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Paul Johnston
TGC Developer
22
Years of Service
User Offline
Joined: 16th Nov 2002
Location: United Kingdom
Posted: 4th Dec 2014 05:42
[quote]loadimage(imageid,file$,1)[quote]

Will overwrite the alpha channel with the black pixels used for transparency instead, set the last parameter to 0 to use the PNG transparency.

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