Final App Size in App Store much larger than GS Project Size

adambowker98adambowker98 Member Posts: 57
edited February 2013 in Working with GS (Mac)
So, I made my app "Turtle or a Hare?!" and the GS project size is 19.9 MB.
In the app store, it's a ridiculously huge 40-something megabytes!!!!

What's happening here? How can I fix it?

Comments

  • ChakkuChakku Member Posts: 1,513
    @adambowker98

    Yeah...but you don't have to worry. If the app is under 50 MB, it can still be downloaded without Wifi :)

    Chakku
  • lycettebroslycettebros Member, PRO Posts: 1,598
    Files always increase when published.
  • SocksSocks London, UK.Member Posts: 12,822
    What's happening here? How can I fix it?
    Did you have resolution independence checked when making your app ?
  • adambowker98adambowker98 Member Posts: 57
    edited February 2013
    @Socks Yep, it's checked

    @Chakku I know that, but it's still huge. It's a very simple game, and people won't understand why it's over 40 mb. I don't even understand it!

    @lycettebros But it expanded by over double. It seems like too much.
  • SocksSocks London, UK.Member Posts: 12,822
    @Socks Yep, it's checked
    When using resolution independence GameSalad make additional copies of your image files at different resolutions.
  • adambowker98adambowker98 Member Posts: 57
    @Socks

    Oh, ok...
    What happens if I uncheck it?
  • TaidakenTaidaken Member Posts: 271
    Did you optimize your images?
  • SocksSocks London, UK.Member Posts: 12,822
    @Socks

    Oh, ok...
    What happens if I uncheck it?
    You app will no longer support multiple resolutions, specifically your app will not support Retina resolutions.
  • MarkOnTheIronMarkOnTheIron Member Posts: 1,447
    edited February 2013
    @Socks Oh, ok... What happens if I uncheck it?
    You app will no longer support multiple resolutions, specifically your app will not support Retina resolutions.
    That's not true. Unchecking it means only that GS will not create a smaller version of the images optimised for non retina devices.

    If I have a 960x640 background with RI unchecked it will look perfectly on retina and non retina devices however it will occupy the same big chunk of RAM on both devices (thus the risk of performance problems on non retina devices).

    If I have a 960x640 background with RI checked during the publishing process an halved version (480x320) will be created and it will look perfectly on retina and non retina devices. The advantage in that case is that non retina devices will use the small resolution image with a smaller RAM impact.


  • ChakkuChakku Member Posts: 1,513
    In 1 or at most 2 years, the iPhone 3GS will be extinct, and in another year or so, the iPad 2 will also be gone.

    Then there will be no retina independence...retina will be the only place to publish ;)

    Chakku
  • alarm656alarm656 Member Posts: 291
    Hello, my GS app project size is 49 mb and when I published it with AdHoc size 70 mb. resolution checked. any help please. my app is only for iPhones and iPods. not for iPads.
  • beefy_clyrobeefy_clyro Member Posts: 5,394
    @alarm656

    49mb with one set of images that you load in.

    When published with RI ticked, it takes all your images and duplicates them at half size, this is where you get your increase as you have 2 sets of pictures
  • LeonardDeveloperLeonardDeveloper Member Posts: 4,630
    You've also got to account for licensce files, Encryption, Metadata despite .ipa compressing files, There's still a lot more going into your files then just your .gameproj.
  • alarm656alarm656 Member Posts: 291
    @alarm656

    49mb with one set of images that you load in.

    When published with RI ticked, it takes all your images and duplicates them at half size, this is where you get your increase as you have 2 sets of pictures
    Hello, thanks for your reply. I have deleted some scenes, graphics and unchecked "Resolution Independence" GS project 48MB and IPA 54MB. And I also deleted some scenes and graphics now GS project 46MB but I didn't published as a IPA yet. Please could you tell me If I uncheck "Resolution Indep" will Apple reject my app? How I said my app only for iPhones 5, 4S, 4 and 3GS also iPod.
  • alarm656alarm656 Member Posts: 291
    You've also got to account for licensce files, Encryption, Metadata despite .ipa compressing files, There's still a lot more going into your files then just your .gameproj.
    When published with RI ticked, it takes all your images and duplicates them at half size, this is where you get your increase as you have 2 sets of pictures

    Hello, thanks for your reply too. I have deleted some scenes, graphics and unchecked "Resolution Independence" GS project 48MB and IPA 54MB. And I also deleted some scenes and graphics now GS project 46MB but I didn't published as a IPA yet. Please could you tell me If I uncheck "Resolution Indep" will Apple reject my app? How I said my app only for iPhones 5, 4S, 4 and 3GS also iPod.
  • JSprojectJSproject Member Posts: 730
    Please could you tell me If I uncheck "Resolution Indep" will Apple reject my app? How I said my app only for iPhones 5, 4S, 4 and 3GS also iPod.
    Yes, it's very likely that they will cause then your app would not support retina images which is a requirement from Apple.
  • alarm656alarm656 Member Posts: 291
    What a pity((( I deleted a lot of scenes 35% of the game has lost. unchecked IR, app size is 45MB. Now I'm sending via Application Loader. will see what will happen(((. Thank you for your help.

  • zzap64zzap64 Member Posts: 405
    Have you optimized your PNG's ? You can save lots of MB using ImageAlpha & Optim.
  • alarm656alarm656 Member Posts: 291
    Have you optimized your PNG's ? You can save lots of MB using ImageAlpha & Optim.
    Hi, I don't know, maybe. iPhone5 568x320 sizes, I made graphics 1136x640. Every full screen scene has about 1.2mb some 1.0 , 900kb , 1.5mb. App without changes now in App Store has 85MB. Yesterday I sent second version without Resolution Independence and compressed size with 44Mb
  • alarm656alarm656 Member Posts: 291
    Have you optimized your PNG's ? You can save lots of MB using ImageAlpha & Optim.
    Are ImageAlfa & Optim sepsial softwares? If I change sizes of the graphics Than I will have poor quality images, right? Thank you, I will search this softwares
  • zzap64zzap64 Member Posts: 405
    Yeah, I use ImageAlpha on my Mac all the time. It can reduce 1 MB files to 200k give or take and visual quality looks great, you can reduce color depth and see the changes. My Project was 80MB and reduced to nearer 30MB. Best of luck mate.
  • alarm656alarm656 Member Posts: 291
    Yeah, I use ImageAlpha on my Mac all the time. It can reduce 1 MB files to 200k give or take and visual quality looks great, you can reduce color depth and see the changes. My Project was 80MB and reduced to nearer 30MB. Best of luck mate.
    Wow Great! Thanks a lot, definitely will use it!
  • alarm656alarm656 Member Posts: 291
    This will help you.

    Thank you so much FryingBaconStudios! How I understood I can compress all images than just change it with original images in Gamesalad? I dragged some background images they have 256 colors. Please tell me which color minimal for this, sorry for my English. One background image has 1.2mb and 256 colors, I dragged it to ImageAlfa and changed color to 220, than saved it by pressing "save as" checked "Optimize with ImageOptim" now he has 393kb. Made I everything correctly? Thanks in Advance.
  • alarm656alarm656 Member Posts: 291
    I tried not to change color in ImageAlfa just dragged, saved as, checked Optimize with ImageOptim. So was 1.4 mb now 594kb))))
  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922
    There you go. Just drag the whole folder in there.
  • alarm656alarm656 Member Posts: 291
    Hello all! I unchecked Resolution Independence before publishing and my game now in App Store has status "Ready For Sale"
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