duplicating/ or adding scenes increases file size? or just a bug?

3xL3xL Member Posts: 676
edited March 2012 in Working with GS (Mac)
i want to make sure of this. or maybe its just a bug?

i've been optimizing vigorously to keep my game under 20mb, but i notice every time i close and open GS, my game gets bigger and bigger, without me adding any more music or images.

so scenes take up memory too?

Comments

  • JohnPapiomitisJohnPapiomitis Member Posts: 6,256
    the size it shows in the gamesalad creator isnt the memory, its the file size. You have to test in the viewer to see the memory
  • 3xL3xL Member Posts: 676
    yes i know, i'm just using the wrong word here.

    i meant FILE size not MEMORY lol

    so i checked the xml files in the "scenes" folder inside my project, and the more actors a level has, the bigger the size its gonna be (xml file). i always thought GS had a recycling way of adding scenes. guess i was wrong :P
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    edited March 2012
    I believe It increases in file size when copying scenes because of all the behind the curtain coding that is going on. Hundred and thousands of lines of code are happening in the background, and copying the scene over and over will eventually increase the file size just from the text/code thats involved, and all the xml files that are generated.
  • 3xL3xL Member Posts: 676
    @slickzero

    yea thats what i just learned. i have over 60 levels which SUCKS cause now i might HAVE to go over the 20mb limit :(
  • 3xL3xL Member Posts: 676
    i'm looking for ways to optimize it a little more, plus i deleted some unnecessary scenes as well, it brought the game down by 200kb
  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    You could try to optimize the .pngs a little more. Several programs that do that, I use Deep Blues project optimizer, personally.

    Just a suggestion, and my opinion, but I wouldn't stay married to the idea of keeping it under 20mb. I know the reasoning behind it, but you shouldn't sacrifice your vision of gameplay just to meet that 20mb mark. Again, just my opinion.
  • RacetotheMoonRacetotheMoon Member Posts: 323
    edited March 2012
    I noticed this happening once 0.9.91 went live. I was also vigorously trying to save every kilobyte I could. I didn't have the time to mention it then, because my membership was running out and needed to get at least one final project done, but it is indeed doubling the file size of every image dragged into the project with version 0.9.91.

    I think this is something worth noting to GS as it might be causing other issues.
  • 3xL3xL Member Posts: 676
    edited March 2012
    You could try to optimize the .pngs a little more. Several programs that do that, I use Deep Blues project optimizer, personally.

    Just a suggestion, and my opinion, but I wouldn't stay married to the idea of keeping it under 20mb. I know the reasoning behind it, but you shouldn't sacrifice your vision of gameplay just to meet that 20mb mark. Again, just my opinion.

    its funny because this used to be my philosophy last year. i guess i let the whole optimizing thing get the best of me. a good game sells regardless. and i have been optimizing EVERYTHING. i manage to have 21 levels so far with tons of actors, attributes and 7 musical tracks plus 20+ sound effects all under 17mb. but now i'm in the 18.6mb area and its bugging the crap out of me lol

    I noticed this happening once 0.9.91 went live. I was also vigorously trying to save every kilobyte I could. I didn't have the time to mention it then, because my membership was running out and needed to get at least one final project done, but it is indeed doubling the file size of every image dragged into the project with version 0.9.91.

    I think this is something worth noting to GS as it might be causing other issues.
    u think so? who knows you're probably right. either way i went and did some digging and the xml files DO get bigger with more actors in the scenes. i'm going to go ahead and try to optimized this a little more. if not, then i'll bite the bullet and keep on developing even over the 20mb limit.
  • RacetotheMoonRacetotheMoon Member Posts: 323
    edited March 2012
    @3xL Look at the file size of your image before you drag it into GameSalad. Now drag that file into GameSalad. Save the project and close. (Inspect contents) Navigate to the Images directory. Look at the file you just dragged in. It's now double the size of what it was before being included in your project.
  • 3xL3xL Member Posts: 676
    @3xL Look at the file size of your image before you drag it into GameSalad. Now drag that file into GameSalad. Save the project and close. (Inspect contents) Navigate to the Images directory. Look at the file you just dragged in. It's now double the size of what it was before being included in your project.
    i always thought gs always did that since the beginning?

    i usually have to optimize TWICE using imagealpha. once before importing images and then again AFTER importing images (through the (show content packages method)

    gs never done this before?
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