File size issues
Koda89
Member Posts: 275
My current game is going to have quite a few images in it, for example each level is going to have a custom made background image.
However, the problem I'm having is, I'm getting dangerously close to 10 MB and I'm not even 1/5 of the way through, so the final game will be over 10 MB, so any thing I can do to prevent this? I already cut down my number of planned levels from 100 to just 60, and that barely helped, so...yeah.......
However, the problem I'm having is, I'm getting dangerously close to 10 MB and I'm not even 1/5 of the way through, so the final game will be over 10 MB, so any thing I can do to prevent this? I already cut down my number of planned levels from 100 to just 60, and that barely helped, so...yeah.......
Comments
I'd make your game the best it can be, with as many levels as you really think does it justice, then worry about the size once its finished. If its close to the 20mb limit, then cool, optimise as much as you can to see if you can get it under, but dont remove content unless absolutely necessary.
Look at the sizes of many of the big publisher apps & many of the apps that top the charts. Quite a number are well over 20mb, and it doesnt stop them from selling.
I think pretty much anyone tech savvy enough to own an idevice is going to have some sort of access to a wifi or broadband connection these days, so worrying about download size and handicapping your game because of it could actually be counter productive to your sales.
Dr. Sam Beckett never returned home...
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I think TextMate is one such beast. It has "tidy" and "compressor" (e.g. "unwrap selection").
"Tidy" is under the menu "Bundles" -> "XML".
"Unwrap Selection" is under the menu "Text". You have to select the whole text first though (command-a)
is the 20mb a limit only because it is a deterrent to require that people use wifi? if i am not concerned with that, what should i try and keep the size within? is it just an issue of performance on the device at that point? i'm hoping to have enough money to buy the licenses this weekend, but at this point i haven't tested it on my phone yet.
also... most of my images with transparency are png 24 because i get a white halo at png 8 that i can't seem to get rid of. any tips on getting clean edges with png 8?
And the 20mb thing is primarily so people can DL over 3G. You will get the most sales that way.
If you are making a little "impulse buy" type of game, you'll probably want to stay under the 20MB limit, so people can buy the game wherever they are.
But if you are making a larger game that requires more graphics, or music, or whatever, then do whatever makes the game great. As said above, most of the best-selling games are much larger than 20MB.
MYST for example is 700MB.
However, If your game ends up being 20.1MB, you should probably try to make it fit under the 20MB limit.
My plan was a campaign split into four areas, a forest area, a mountain area, a bamboo forest area, and a Japanese village area, with each area having 25 levels, and the a free play mode in each of the areas, so just pure gameplay scenes alone, 104 scenes.
But for now, am just trying to get the forest part of the game done, maybe even the mountain part, as a presentation demo to submit to Chillingo. Trying to get them to publish my game, cause, well, damn near every game they publish is a hit of some kind, even just a moderate hit would make me happy.
I mean hell, I just moved all of my current iPad games into the Role Playing category for s&g just to see if it'll improve sales at all. :P
Granted a good game, once exposed to enough people, would do better than a crap game, but still.