I have a dilema and need opinions ...

beefy_clyrobeefy_clyro Member Posts: 5,394
edited November -1 in Working with GS (Mac)
Ok ... My new game is just about complete! Wooo!

I have all my graphics in retina display but it takes the total file size up to 30mb! Now as we know, thats too big to download on 3g!

The problem comes from the coverflow level select. There are 40 individual images showing a bit of a preview once you have completed that level. If i take those 40 images out and replace with standard def, the file size goes dpwn from 30mb to 17mb.

So do i ....

A. Submit with Retina graphics and lose the 3G downloads.

B. Submit with standard graphics and be below the 20mb limit.

C. Submit the game with Retina but change the level select images to standard.

Cheers

Comments

  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    Are you using Resolution Independence?

    If so, that is going to make a std rez copy of each of your images and will balloon your file size in the name of quicker load times on older devices.
  • QbAnYtOQbAnYtO Member Posts: 523
    Said it before and I'll say it again. Don't sacrifice quality over file size. Optimize ur game as much as possible but if u must go over 20mb to keep quality then so be it. But if (big if) u absolutely must go over.
  • BarkBarkCoBarkBarkCo Member Posts: 1,400
    What about giving the cover flow shots less screen real estate? Obviously, you want them to be distinguishable, but you might be able make just small enough to get the bundle under 20mb.
  • DizkoDizko Member Posts: 498
    Compress your PNG files? Have you done that already?
  • QbAnYtOQbAnYtO Member Posts: 523
    Always alway use imageoptim. It cut my project down 3 mbs
  • quantumsheepquantumsheep Member Posts: 8,188
    I say, bury the body in the woods with the others...

    Oh! Wrong thread!

    Er, in your case, I'd optimise the .png files and get rid of the coverflow system, if that's still causing you hassle.

    Stuff like coverflow is very nice to have in your game, but it's fluff really!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • butterbeanbutterbean Member Posts: 4,315
    Yeah I agree, lose the coverflow first, then go from there if you need to
  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    tshirtbooth said:
    beefy_clyro, i had this issue with picture hunter. all the images made the game to big.

    this is what i did.

    I made all my images as .jpg there smaller files.

    then i right click on the project and show package content.
    then i replaced all my png images with jpg images (only the big ones)
    then i went into the xml files and replaces all the .pngs with .jpgs for those images

    worked like a charm.

    cheers

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  • guru-at-zidwareguru-at-zidware Member Posts: 369
    you have 50 million folks who do not have an IOS4.....!!
  • butterbeanbutterbean Member Posts: 4,315
    Yeah it's a double edged sword really, there are customers that expect (if they have iOS4) that they will want Retina display graphics, then there is the rest of the audience.

    At this time, I personally would go for the wider audience (more sales) than catering to Retina Display graphics, but to each his own!
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    Thank You everyone for your replies :)

    @TSB, sent you a mail.

    @QS .... That 'other' thread should never be mentioned again.
  • Rob2Rob2 Member Posts: 2,402
    color reduce with ImageAlpha maybe?
  • JGary321JGary321 Member Posts: 1,246
    Also if it's a whole BG image don't forget to try saving as 8-Bit instead of 24-Bit. It saves a TON on size. As long as you don't need transparency then this is the single biggest thing you can probably do to help, easiest too. Save for web -> change from 24bit to 8bit -> save. I do this for anything not needing transparency.
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