Hi,
In Xcode > Build Settings, there is an parameter called “Compress PNG Files = Yes/No”, can I set this parameter in Corona? Does corona provide the same setting?
Thanks.
Raymond
Hi,
In Xcode > Build Settings, there is an parameter called “Compress PNG Files = Yes/No”, can I set this parameter in Corona? Does corona provide the same setting?
Thanks.
Raymond
Hi!
I need this feature too
Were you able to disable compression png in the Corona?
Hello Coronalabs team!
I also need to have this feature now and just to get more attention on this from your side I would like to provide some detais why this is important.
Currently the pngcrush optimization is by default active when we build apps with AdHoc and AppStore provision profiles and deactivated when we building apps with Development profiles. And the problem is that the per default active pngcrush optimization very often useless and not really help reducing the size of the images, but in opposite, even increase them!
This became even more visible if previosly all png images were already compressed optimized with external tool(s) like ImageOptim and at the end in the sum it may result in the size increasing of a few megabytes.
For the moment I’m developing the app with a lot of PNG graphics inside and the app size is already near to the limit of 50Mb, and as you know in the App Store it is important not to overcome this size to be able to get downloads over GPRS/3G connections. If the app size will be bigger then only WiFi downloads will be possible which is of course seriously limit amount of user who will download this app and less downloads means less money at the end.
Would be great to get any feedback from Coronalabs team on this topic.
Thanks!
I have a different situation.
I need to play animation format in which a texture atlas (.png file) contains both sprites and masks.
I need to extract “sprite” of the mask, change it to the corona mask format, save this individual .png file and then use it in the corona code.
Now pnglib doesn’t work with optimized .png file when in ios package.
Hi Denis,
At this time, as you’ve seen, masks must be created from individual files. You could, however, potentially load the image (frame) from the sheet, save it to a local folder on the device using one of the display library APIs, then load that image as a mask for the sprite(s).
Best regards,
Brent
@Brent - what about implementing this feature to turn on/off png compression in Corona SDK?
In Xcode it is literally 1 click to change this, shouldn’t be also not very difficult to integrate similar option in build.settings file for example?
Thanks!
Hi @ed69, Denis,
I put this before the engineers and they report that they’re planning to add it soon, as a build.settings option.
Take care,
Brent
@Brent - could you please let know when this feature could be available?
I’m preparing an update right now for my app and it would be really great if it would be possible to go down from upper limit of 50 Mb.
Thanks
Hi Ed,
We’re currently polishing up some high-priority features, but this should be added in a daily build in the next few weeks.
Thanks,
Brent
Hi!
I need this feature too
Were you able to disable compression png in the Corona?
Hello Coronalabs team!
I also need to have this feature now and just to get more attention on this from your side I would like to provide some detais why this is important.
Currently the pngcrush optimization is by default active when we build apps with AdHoc and AppStore provision profiles and deactivated when we building apps with Development profiles. And the problem is that the per default active pngcrush optimization very often useless and not really help reducing the size of the images, but in opposite, even increase them!
This became even more visible if previosly all png images were already compressed optimized with external tool(s) like ImageOptim and at the end in the sum it may result in the size increasing of a few megabytes.
For the moment I’m developing the app with a lot of PNG graphics inside and the app size is already near to the limit of 50Mb, and as you know in the App Store it is important not to overcome this size to be able to get downloads over GPRS/3G connections. If the app size will be bigger then only WiFi downloads will be possible which is of course seriously limit amount of user who will download this app and less downloads means less money at the end.
Would be great to get any feedback from Coronalabs team on this topic.
Thanks!
I have a different situation.
I need to play animation format in which a texture atlas (.png file) contains both sprites and masks.
I need to extract “sprite” of the mask, change it to the corona mask format, save this individual .png file and then use it in the corona code.
Now pnglib doesn’t work with optimized .png file when in ios package.
Hi Denis,
At this time, as you’ve seen, masks must be created from individual files. You could, however, potentially load the image (frame) from the sheet, save it to a local folder on the device using one of the display library APIs, then load that image as a mask for the sprite(s).
Best regards,
Brent
@Brent - what about implementing this feature to turn on/off png compression in Corona SDK?
In Xcode it is literally 1 click to change this, shouldn’t be also not very difficult to integrate similar option in build.settings file for example?
Thanks!
Hi @ed69, Denis,
I put this before the engineers and they report that they’re planning to add it soon, as a build.settings option.
Take care,
Brent
@Brent - could you please let know when this feature could be available?
I’m preparing an update right now for my app and it would be really great if it would be possible to go down from upper limit of 50 Mb.
Thanks
Hi Ed,
We’re currently polishing up some high-priority features, but this should be added in a daily build in the next few weeks.
Thanks,
Brent
Hello guys,
Is this issue solved? It is very disappointing, PNGs gaining ~40% in size after pngcrush “optimization”
Please, please provide at least a hack to disable this!