Help with optimization

taviho0taviho0 Member Posts: 4
edited January 2014 in Working with GS (Mac)
Hi I'm doing an interactive children's book but here in GameSalad takes multiple sequences and interactive sequences, easily exceeds 2 gigabyte, of course I have not gotten very far because I've noticed recently that GameSalad has a limit of 150 megabytes, I really appreciate it if I piedes help to optimize it, or suggest me alternatives.

Comments

  • MayhemmmartyMayhemmmarty Member, PRO Posts: 39
    You'll probably need to develop on Xcode where you can use sliced psd images. I'm assuming your project is so large due to the size of the pics. If you're considering uploading to app store you should really aim at keeping the project under 100mb. Large downloads are a real deterrent to potential users.
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2014
    You'll probably need to develop on Xcode where you can use sliced psd images. I'm assuming your project is so large due to the size of the pics. If you're considering uploading to app store you should really aim at keeping the project under 100mb. Large downloads are a real deterrent to potential users.
    "Large downloads are a real deterrent to potential users"

    This doesn't seem to be borne out by the numbers, plenty of very very successful, chart topping, award winning games are hundreds of Mb in size, some drift upwards of 1.5Gb.


  • TouchiMediaTouchiMedia Member Posts: 154
    edited January 2014
    You'll probably need to develop on Xcode where you can use sliced psd images. I'm assuming your project is so large due to the size of the pics. If you're considering uploading to app store you should really aim at keeping the project under 100mb. Large downloads are a real deterrent to potential users.
    "Large downloads are a real deterrent to potential users"

    This doesn't seem to be borne out by the numbers, plenty of very very successful, chart topping, award winning games are hundreds of Mb in size, some drift upwards of 1.5Gb.


    True but these are also AAA Blockbuster games. I know plenty of friends who have 16gb smart phones and are very reluctant to download anything over 500mbs, only as I stated - if it's amazing... interactive childrens book shouldn't be above 100-300 mbs imo.

    How big are your images , what format, how many? Also what platform are you designing around, what resolution is your scene, etc. I would always try to use .png as image format.
  • taviho0taviho0 Member Posts: 4
    and there is no way to compress images? is that I am using the 2048 x 1536 format ipad with retina display to be of high quality.
  • taviho0taviho0 Member Posts: 4
    what would be the possible solutions that I believe can help to mandenerme in GameSalad? is that chose this platform for its ease of scheduling, Xcode would have to know programming? or can be of any Xcode fucionar GameSalad form and?
  • SocksSocks London, UK.Member Posts: 12,822
    edited January 2014
    True but these are also AAA Blockbuster games.
    I'm not sure what the relevance is ?
    I know plenty of friends who have 16gb smart phones and are very reluctant to download anything over 500mbs, only as I stated - if it's amazing...
    What can I say, it's all a matter of choice, if people want to limit their work to 100Mb then they are free to do so, if they consider their work less than amazing and think that they can compensate for this by making the project smaller then go for it. :)
  • SocksSocks London, UK.Member Posts: 12,822
    and there is no way to compress images?
    You can make the file size smaller, that is - the size of the files on your hard drive (or equivalent) - but even if you compress your files down to a tiny size they 'uncompress' (return to their original uncompressed size) when loaded into RAM on the device.

    iOS game size limit is 2GB.
  • TouchiMediaTouchiMedia Member Posts: 154
    I hope I can publish my relatively simple game under 100mbs.. As for the Blockbuster titles - they are much more complicated, more graphics, more special effects, more everything.. so you expect the size to be 500mbs+

    VS something developed by a small independent studio - or a simpler project such as a childrens book, etc. that doesn't utilize as many resources one would assume..

    Anyways - how are your images formatted? Are you exporting to web formats like png,jpeg?
  • taviho0taviho0 Member Posts: 4
    If formats are jpg images for backgrounds, and sequences like iteractivas are png, but each book page has a part of the story and animations are 10 seconds and some are pure animation sequence that are interact where characters, and other loops than 2 or 3 seconds the pNG can be compressed quite exporting them to wep and passing them to 8 bits but quality is lost. And we must add interactivity.
  • TouchiMediaTouchiMedia Member Posts: 154
    edited January 2014
    Yeah I don't know too much about what causes the size of the project, but it should just be the resources such as images.. code and animations shouldn't contribute significantly to size I don't think... Have you tried actually exporting to a binary and checking that? I noticed that my relatively small project (one scene, 10 or so actors) was quite big in gamesalad (500mbs-1 gig I think..) - but I'm assuming gets smaller once I publish it and the magic happens.. Sorry can't help ya much :(
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