@Raven
https://github.com/BinomialLLC/basis_universal
That is what I was talking about, now for years. All engines support ETC1 / DXT or PVRTC in some way. I understan, while HTML5 and all mobile GPUs are on different support level and they need somehow a fallback, ...
but as a developer I want to choose, if I care about platforms that don't support any of these features.
The OUYA e.g has a Tegra 3 SoC from 2012. TWO TOUSEND TWELVE ...
and the OUYA nearly supports directX 9.x and OpenGL ES 2.0 with ETC1, but also DXT texture compression.
With BASIS transcoding it would be possible for AppGameKit to support multiple texture formats including 32 Bit uncompressed RGBA8888
we could have JPEG like small file sizes, but also a memory texture compression with about 8:1, wo a 4K x 4K texture would not use 64 MB uncompressed in memory, but only 8 MB.
Also Vulkan and 3D apps would profit from that. If you have 8 stages of textures with all kinds of textures like diffuse, normal, specular, and so on ...
I understand, why Game Maker Studio 1.x didn't supported MP4 playback back than, I also understud, why Game Maker Studio doesn't promote 3D things ...
but App Game Kit wanted to be the better Game Creation tool, I thought.
Game Maker Studio does not support JPEG and didn't supported MP3 and also had no support for Spriter. But they made some good moves with adding Flash Support, even when flash was dead, way? Because a SWF (ShockWaveFlash file) can have JPEGs and transparency and animations in it.
And they integrated Spine support. They knew, they needed all things great in 2D. So they have done it so great, that Unity3D and Unreal had to also integrate better 2D support. And I guess, Unity even changed its name.
So yeah, we have MP4 video playback, we have OGG support. That is great.
But for doing bigger projects with other companies or artists or in a team, it is complecated with only propper slow loading PNG support (or no transparency JPEG)
It is possible to make a game without that. But I guess, it would look like it is made in the 90's but for mobile. Even some Windows 95 games supported DirectX with compressed textures.
Or could playback some music containers like MOD / 669 / S3M / IT ..., I understand, that often game engines need something like BASS or FMOD and TGC wants not licences attached to games made with AGK.
That is great. That could be also the problem with Spine playback, the source is free to integrate, but if you would use it as a AppGameKit game developer, you would need to have a Spine license.
But they restrict themself, if no company could use there tools for bigger projects.
So I guess, I can create my animations and drawings and so on, and have to see, how I can get the animations later into the "game". Small file size, small memory foodprint are key, I guess. For performance and for download speeds.
On Google Play there was a long time a 100 MB per App limit. And not every game has to be 150 GBytes like they tend to be with Unreal or other 3D things these days, I guess
------------ from the BASIS GitHub -------------
Basis Universal Supercompressed GPU Texture Codec
Basis Universal is a "supercompressed" GPU texture compression system that outputs a highly compressed intermediate file format (.basis) that can be quickly transcoded to a very wide variety of GPU compressed and uncompressed pixel formats: ASTC 4x4 L/LA/RGB/RGBA, PVRTC1 4bpp RGB/RGBA, PVRTC2 RGB/RGBA, BC7 mode 6 RGB, BC7 mode 5 RGB/RGBA, BC1-5 RGB/RGBA/X/XY, ETC1 RGB, ETC2 RGBA, ATC RGB/RGBA, ETC2 EAC R11 and RG11, FXT1 RGB, and uncompressed raster image formats 8888/565/4444.