*** advise for EVErYONE ***

QbAnYtOQbAnYtO Member Posts: 523
edited November -1 in Working with GS (Mac)
I notice that keeping games under 20mb seems to be a following around here. While thats great for simple fun puzzle games and what not, Sometimes it's better to keep quality over size.wifi is accessible every where these days and besides, when someone wants an app they will find a way to get it with or without wifi. Sure having a max of 20 mb game is good. But really? If u use that same rule for all ur games they will be limited. Some of my games are more than 50mb. But I explain in the info "high quality soundtrack. Gorgeous retina display graphics. Etc etc". Ofcourse u shouldn't claim this unless it's true. But by describing it this way (if this is the reason why the games is so large) it gives the buyer an idea why the large files size. Dont limit ur creativity. If u can reduce size then go ahead. But if it's gonna obliterate your quality or vision I say it's not worth it. Go with your idea. Keep your game optimized to reduce size.  Keep it top notch. Stay committed. And think affirmatively positive. KNOW and be confident that ur app will succeed. 

And most important, don't rush your game. 

The revolutionizer of video games (as I like to call him) which is the same guy that made Mario and Zelda  and goes by the name of shiguero miyamoto once said "a delayed game is better than a rushed game."

Yes one can argue that "mobile games aren't for hardcore gamers"  And I agree.....unless we are talking about iOS. It's not Fanboyism. it's facts.

No other device offers gaming like iOS. Imho Android sucks. Windows mobile 7 is garbage.

Comments

  • QbAnYtOQbAnYtO Member Posts: 523
    And they dont offer online multiplayer or co op. Maybe some games on android do. But very little.

     According to the news, idevices are replacing handhelds and even home consoles. Psp and nintendo ds are losing sales over iPod touches. So you already know it's a great platform to develop for. 

    The point I'm trying to make is this:

    You are in this forum and use this software (gamesalad) because you have a vision,  Creativity and desire to create something on the most stable and revolutionary device on the market. With the help of gamesalad's drag an drop system and this fascinating community here, u can make your creation come to life.

    I used to have a gripe with the whole "gamesalad splash screen issue" But, I kinda like representing gamesalad. Or whatever tool I'm using. Take pride in your tools that help you achieve whatever you work in. Have you tried typing in "gamesalad" in the AppStore's search bar?

    I really hope gamesalad creators keep gamesalad the way it is and doesn't sell out like gamemaker did on windows. 

    As far as iads go, well I guess that's a matter of opinion. Personally I would never create a free version of my games. Especially if I put alot of work Into it. I think it's bad business. I've gotten better results by releasing a free lite version of the game (demo) along with the full version. Maybe it's because I cannot stand iads on full games. To me it kills the quality. Makes it feel cheap. However i include iads in the lite version. But that's my opinion and experience. It varies. 

    Ram can be another issue. If your game is full of amazing music and graphics and etc etc and it takes up alot of ram and u already done all the optimization u can, then once again GO with it and make sure you use the app description to your advantage. "recommended only for iPhone 4 / iPad" or something like that.  Or you can pull an audible and make a separate apps with reduced quality and give them gimmick names like
    "your apps name (alpha)"
    or
  • QbAnYtOQbAnYtO Member Posts: 523
    "your apps name (lite / optimized edition)"

    Music can be another factor in game size. Personally we use nano studio (iPhone app) to create the music. While I sometimes use GarageBand (which i love) and music studio, I prefer nanostudio because it's simply amazing and portable.  One thing I do is export my music at a lower bitrate. I notice only a tiny loss in quality when rendering my tracks at 96k. A 3 minute track should get a 60-70% reduction in file size without too much loss in quality when rendered at a lower bitrate than 96-76kbps.
  • QbAnYtOQbAnYtO Member Posts: 523
    Artwork and animations are the most important part of your creation. For "doodle" type of games Photoshop or Photoshop type of software is best since you have brush tools like "chalk" or "crayon" etc. A drawing tablet helps alot too. Especially if you want to achieve that "handrawn" look.
  • QbAnYtOQbAnYtO Member Posts: 523
    For one of our projects we are using flash cs4. Why? One main reason. Animation and tweening are incredibly simple to create in flash. And vector art is optimal when it comes to that clean look. Another reason is with flash not only is it clean looking but animating is so simple. Just export to png sequence and you're set. Another thing I notice is, vector art has a lower file size than super detailed pixel art. But again it's a matter of opinion and process. 

    Anything is possible.
    Knowledge is power.
    Let the games begin!
  • QbAnYtOQbAnYtO Member Posts: 523
    bump
  • GamersRejoiceGamersRejoice Member Posts: 817
    I haven't even finished my first game, but I'm pretty sure that I'm going to be above the 20mb mark for my iPad game. It's not stopping me from making it so I think I'm just going to make a lite version that is below 20mb. Your advice sounds good to me, but I know that making a great game doesn't mean that you will sell copies of it. Some of my favorite games of all time also happen to be some of the worst selling games of all time haha.
  • bgappsbgapps Member Posts: 183
    how do you see how much memory you used up
  • QbAnYtOQbAnYtO Member Posts: 523
    yes thats true....even on home consoles. army of two got a score of 6.0 and so did lost planet 2. those games are amazing. thats hwy i don't listen to critics like ign or gamestop. infact most of their top RATED games are crap and overrated. usually root for the underdog... us :p
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