;

PDA

Click to See Complete Forum and Search --> : keeping the filesize down


mmreed
01-01-2002, 11:11 PM
I know there are many ways to keep the swf size down in a koolmoves movie... could users post thier ideas, suggestions, and reccomendations in this thread so we have a list of most of the methods?

I know with adding sounds it is important to discuss the format, bitrates, etc...

with graphics... I know we should discuss pallets, formats, and if it should be a symbol of not.. (Bob..help me out here... what is the pros and cons of making something a symbol?)

what other tricks should we list?

fwhilton
01-02-2002, 07:16 AM
Here is my list of do's-don'ts...

1) Try not to import wmf images that have a lot of detail and gradients in them. Importing creates tons of "points".

2) Even though I love using gradients. Gradients do make a swf bigger (but better then importing wmf's).

That's all I can think of for now.

Bob Hartzell
01-02-2002, 07:49 AM
The con of making something a symbol is that you can't move individual points for a single instance of the symbol, i.e., if a point is moved it is moved in all instances. Another con is that certain transformations are not possible like perspective. The pro is that swf file size is much smaller depending upon the number of frames the shape appears in. If a shape is stationary, there is no advantage in it being a symbol. I am going to simplify this situation in a future version by having shapes that are drawn be symbols by default (unless stated otherwise in preferences). Maybe attempting a point operation on a symbol will ask the user if he wants to make it a non-symbol.

johnie
01-03-2002, 03:18 PM
Okay here are mine.


1. Use Bitmaps where the image is very complex.

It is also important to know when to use Bitmaps and when not to. If it will require a lot of complicated shapes but isn't going to scale much then use a Bitmap and set the compression level to a decent level.

2. Reduce the number of Points and curves you are using.

3. Avoid transparancy where you can.

4. Use the smallest sound file that you can get away with. I hove found that sound and music eats the most in terms of size. Use the lowest sample rate that you can get away with. Also if your music can be done with loops use it.

5. Break up the file if feasible. Breaking the file into smaller SWFS imported as sprites helps keep the size down over animating it i9nternally.