SHOW STOPPER - 32bit png VS 16bit

I am creating a game that has a lot of sprites via png files. I have just learned through the forums that Corona rebuilds any image files as 32bit even if they are saved as 16bit (RGB4444. This is a show stopper for my game since the number of sprites that I need to load at one time on the screen is high and takes up a large amount of memory. If Corona supported 16bit png’s I could load all of the needed sprites but at 32bit it takes up too much memory.

I need to know if and when this issue will be addressed please.

Thank you,
Flying Fork

EDIT: @gtatarkin - Changed 8bit to 16bit. In my huffy puffy fast posting I typo’d the bit type. Also I think you are wrong about iOS not supporting 8bit. I’m pretty sure it does. [import]uid: 96294 topic_id: 16142 reply_id: 316142[/import]

iOS (NOT Corona) doesn’t support 8-bit png… [import]uid: 12704 topic_id: 16142 reply_id: 60080[/import]

It’s been 3 days and I still haven’t heard anything regarding this issue. I’ve even submitted a support ticket via email (case #8590). I purchased Corona about 4 days ago with the intent of completing a game within a few weeks for release; however I haven’t even been able to really start with this limitation.

In the mean time I’ve had to move on to using cocos2dx which does support 16bit png files.

I’m a fan of Corona and would really like to stick with it. I love the tool and the community but if I can’t get support for this issue then I’ll need a refund.

Thanks
Flying Fork [import]uid: 96294 topic_id: 16142 reply_id: 60618[/import]