Only a single program was used to safely compress all textures in MTG.
This was done using optipng with the following settings:
```
optipng -o7 -zm1-9 -nc -strip all -clobber %%f
```
The key command used is -nc, which stops color mode changes. I.e. any RGBA textures will remain RGBA textures, with none being changes to 8-bit indexed mode.
The resulting compression:
| type | size (Bytes) | % of original texture size |
| --- | --- | --- |
| Original | 247,571 | 100% |
| Compressed | 152,189 | 61.5% |
**Summary: Saves 93.14 KB**
A script has been added: utils/optimize_textures.sh which will perform this compression automatically, assuming optipng is installed.
We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.
This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.
The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.
This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.