Misrepresenting File Size? What Does Pro Fix?
I am quite new to GS, but have been watching a lot of the resource materials. We have an app that has thousands of files. These are typically Png files, sprites in animation. We plan to upgrade to pro before release, but I am wondering if it woud solve some of the issues I'm coming up against now.
We optimized our graphics to roughly 25% of the original file size and the project read "Project Size 25mb". Great!... however, once I opened the file again, without doing a thing, it jumpd 200% to 75Mb.... why? On a similar complaint, when rendering to a device, the preview claims to be 112mb, the size it was before we optimized.
When replacing the graphics with those of smaller file size, GS would often crash. It took me many tries to get it to work. I ought to have rebooted the computer after the first crash, I think that would have saved a lot of headaches as that seems to be what worked it out.
I like Game Salad, and I'm ok with a quirky development environment; I worked in Macromedia Director (well before Adobe) for several years and also Code Warrior, so I can cope with quirky if I know what is really going on. I miss code, but if it gets the job done, that's just fine.
If someone can, please tell me what's going on with the file size readings. I understand the ram containers and /4 restrictions, but this simply doesn't make sense.
We optimized our graphics to roughly 25% of the original file size and the project read "Project Size 25mb". Great!... however, once I opened the file again, without doing a thing, it jumpd 200% to 75Mb.... why? On a similar complaint, when rendering to a device, the preview claims to be 112mb, the size it was before we optimized.
When replacing the graphics with those of smaller file size, GS would often crash. It took me many tries to get it to work. I ought to have rebooted the computer after the first crash, I think that would have saved a lot of headaches as that seems to be what worked it out.
I like Game Salad, and I'm ok with a quirky development environment; I worked in Macromedia Director (well before Adobe) for several years and also Code Warrior, so I can cope with quirky if I know what is really going on. I miss code, but if it gets the job done, that's just fine.
If someone can, please tell me what's going on with the file size readings. I understand the ram containers and /4 restrictions, but this simply doesn't make sense.
Best Answers
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tenrdrmer Posts: 9,934
The file size listed on in the creator is rarely what your published app will be so you cannot really go by that anyway. I do know when you publish GS runs its own optimization of the artwork so rarely will doing your own really help anything. you may also be reducing the images by changing to an unsupported image format. I don't know what is and is not supported but I do know that GS converts everything basically to what it wants it to be. there is some leeway as in 8bit vs 24 bit
But in the end none of that will be solved just by upgrading to Pro. If its and issue its in the creator for everyone. you should most likely send in a bug report and explain everything you are doing as well as include the project file this is happening on. -
tenrdrmer Posts: 9,934
Um just to be clear I made a quicker reply. And yes You are most likely mistaking the two though I didnt mention it cause you stated;
I understand the ram containers and /4 restrictions, but this simply doesn't make sense.
Answers
Kris
Thanks both for the quick and helpful replies, and thanks tenrdrmer for the first reply, which I am only now seeing. This is my first GS forum post.
Kris