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Question about the Small Palette challenge. Say I have an image that is a PNG with only black and white - ensured via GIMP's Posterize feature. Then I save it as a JPG to save some file size. This may (will) introduce artifacts in the image, which will be many shades from black to white. Busted?

So, do we need to restrict ourselves to non-artifacting / non-lossy image formats if we want to qualify for Small Palette?

Just use JPG as you want, but add a final screen shader that restricts the game's palette to only the 4 colors you want, rounding each one up to its nearest one. That way you can save yourself the space while ensuring it's always 4 colors!

I like it, and if I were doing Unity WebGL I would... but I'm learning Phaser by doing this too! So I'm just going to keep to PNG, I managed to get the size under control by being smarter about it lol... ty for reply