My platformer game has a new compression algorithm!

My game now has a new compression algorithm that is more than twice as efficient as the old one. My current worst case scenario for map size is 26,888 bytes whereas the old algorithm’s one was 61,441 bytes! This is a massive improvement although not very necessary as 61 kilobytes isn’t much of a problem but it was a lot of fun to make and since its under half the size, it’s great.

The current code can still read the old maps made with the older algorithm, but it won’t compress using the old method.

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