In response to Ter13
Ter13 wrote:
Well... If it's big, it'll waste a lot of your monthly bandwidth.

There no longer is a limitation on bandwidth.

-- Data
In response to Android Data
I have a question, I'm not quite picking up on the whole concept of uploading your rsc file to a url. If I were to uplaod it to something like freewebs would that work or would something else or more efficient be required? And then how would you be able to set it to download the rsc from the url? Sorry for extensive questions, but it just ticked my curiosity button.
In response to SS10trunks
Apparently uploading it to BYOND.com isn't such a bad option now, if you are a member.

But as you aren't, I'd say that freewebs is a bad choice too, but until you hit your bandwidth speedbump, or get a better option, go for it.

all you have to do is put this somewhere in your sources:

client
preload_rsc = "http://www.X.com/Y/Z.rsc"


Replace X with the url of your site, Y with the path you located the file in, and Z with the name of the file.

It's pretty easy, ey?
In response to Android Data
Wow!! Thanks for that Data! I never knew about that and it is incredibly useful!!! I ran it on one of my ancient games, my first one in fact, and it was appalling! I was pleased to see that my most recent one, however, is much much more efficient! =D

~Ease~
In response to Ter13
|I've always used *.png. I noticed it was always less bigger than bmp and the quality was almost the same.
In response to Sokkiejjj
24 bit PNG file formats actually have the same quality as 24 bit BMPs at a fraction of the file size.

Though, there are instances where BMPs will be smaller than PNGs. These cases are rare, and generally won't be demonstrated in an actual project.

BMP file format actually saves a string of 3 bytes for every pixel:

FFFFFF000000FFFFFF
000000FFFFFF000000
FFFFFF000000FFFFFF

that's a 3x3 BMP file in a nutshell. It has two colours, black and white, in a checkerbox format.

Now, the same file in PNG would look like this:

FFFFFF000000 //this is the end of the colour table block
000100
010001
000100

The first line is the colour table, which lists all the colours used in the PNG the second, third, and fourth line is the image block, which lists the enumerated colours defined in the colour table.

The BMP file format uses 27 bytes for this file not including header and footer information.

The PNG file uses 17 bytes for this file, not including header and footer information.


This may not be the PNG format that is being used today, or the format you may be using for your game, but is a mainstream format (possibly the 256 colour format).

The PNG file format is only bigger than the BMP format when using a massive ammount of colours (>65,000), or when using an exceptionally small image file (<4pixels with >2 colours).

The header information for a PNG file is also a bit bigger than that of a BMP file, but I forget by how much. The footer, on the other hand, is smaller.

Again, this may not be accurate to PNGs that use alpha transparency, and is definitely not accurate to other BMP formats, like black and white BMP files.

But generally speaking, PNGs are true color representations of the images inside, just like BMPs are, plus alpha transparency. BMP does not support transparency.

There are a thousand reasons to NOT use BMP files, especially in videogames or over the 'net.
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