yikes... 50MB worth fo images turned into a 200MB+ app
hillelc
Member Posts: 56
Any ideas?
I have lots of 1024x768 images in my app. None more than 200k. Most closer to 100k.
In total, in the Finder, they amount to just over 50MB.
But my GS app is now over 200MB.
Any thoughts on how to get this app way smaller?
I tried publishing just for kicks... the GS servers barfed of course.
Help?
I have lots of 1024x768 images in my app. None more than 200k. Most closer to 100k.
In total, in the Finder, they amount to just over 50MB.
But my GS app is now over 200MB.
Any thoughts on how to get this app way smaller?
I tried publishing just for kicks... the GS servers barfed of course.
Help?
Comments
GameSalad doesn't work well with large images. I learned that the hard way.
Here's a comparison of two games...
Annoyed Tomatoes vs. Arcade Action
Annoyed Tomatoes is really pushing the limit of iOS devices, while Arcade Action is smooth and optimized. Both games can generate a large number of actors on the screen, and both have retina display quality graphics, so that's not a problem. Annoyed Tomatoes even has animated actors, but it seems OK. The real problem I've seen with GameSalad is when you have large images... especially scrolling background. It really hurts performance.
The major difference between those two games... image size. In Annoyed Tomatoes, I have Retina Display quality backgrounds... not particle effects or textures like in Arcade Action. Just five large images, along with other artwork, and my game is approximately 20 MB in disk space. The final upload for the free version was 19.7 —— that's just under the limit for mobile downloads.
So, right there that's an issue... large images means players may not be able to download your app. From what I've read, apps over 20 MB will need wi-fi connections.
And then... there's memory issues. On my iPhone 4, I think Annoyed Tomatoes was pushing like 70-80 MB. I was only using the Change Omage behavior, so only one large image was on the screen at a time. It didn't matter... BOOM... massive memory usage.
Did you try dividing your game up into scenes? Also, I think firemaplegames posted a trick to save memory... something about instances vs. prototypes. It didn't work for me though. HA
That doesn't make any sense now, does it?
I'm sure that as soon as someone who is capable of answering this question (like CodeMonkey I think) sees this, will write an explanation.
Until then, for a more certain solution, report here;
http://gamesalad.com/bug/report
1. it is a bunch of children's picture books
2. i am ok with it being over 20MB. Just not 200MB.
3. they're already definitely not retina display quality.
4. they're already broken up into 26 scenes. No more than 17 images per scene, and often around 8 images per scene.
5. performance is fine. Not amazing, but fine.
I'm still hoping someone from GS will give me an official take on this.
p.s. subscribing to topic via e-mail has stopped working for me.
what are the specs of the images?
png? jpg? gif?
8bit? 16bit? 24bit?
if they are not already PNG, convert them before you add them. GS automatically converts all images to PNG anyways.
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
Did you delete the unused images from your project?
I'm sorry it's a little off topic!..
I'm assuming if I optimize all my images first, into 8bit pngs where possible, and delete any unused graphics it should be ok.
Must say my current game scene has 7 images, each 960 x 640 (roughly) all spread out over 1 scene, and the adhoc version works perfectly fine on my phone (admittedly an iphone 4) , testing on a 3G tonight.
So I look inside the package content of the gameproject file, and tried to see which files from inside it is the culprit. Turns out that there's a folder called "screenshots" which stores all the screenshots that I had for ALL levels that I have in the game. The screenshots are all captured EVERYTIME you "preview" your game.
The thing is, even OLDER screenshots are saved in there. I deleted them all and gotten back my slim 6mb adhoc .app file.
Hope this helps you...if you happen to have the same problem as me. I think you do. Let us know.
All my games on Google Play
CodeMonkey did write to me about deleting screenshots.
I did reply asking how to do that (i can't find it in the UI).
Outlook decided to hold on to my mail for some unknown reason instead of sending it out like it's supposed to.
I just sent the mail again.
If anyone knows how to delete screenshots, I'd be most appreciative.
--hillel
(But first please make another copy of your gamesalad project file before doing this.)
When you're done with that, right click on that gameproject file and select "show package content".
The Finder will open up a new folder and you can see all the "assets" within your gameproject file. Within that, you can see a folder called "Screenshots". Click on that and you can see all those screenshots. You may want to delete the ones you don't want, or you might want to delete all (I deleted them all, because every time you preview the game a screenshot will be generated and saved again; so there's no need to worry)
Hope this helps.
All my games on Google Play