1mb game, 6 seconds loading time

PaxtonPaxton Member Posts: 89

Hi all!

I built a game with lightness and speed in mind; it only has a few actors (around 10 I think), and 1mb in size (including sounds & art). I decided to test it ad-hoc today, and the initial loading time (when you first tap the game icon to launch it) is staggering - 6 full seconds! Especially considering the small 1mb game size.

Is this normal? What should I do? Note: I did try unchecking "preload art" - I did this for all actors. I have 2 scenes in total in the game.

Thank you...

Comments

  • PaxtonPaxton Member Posts: 89

    UPDATE

    I reduced the game size to 597kb, and I now only have a single scene / less actors. The loading time is exactly the same!

    Could I put my logo in the loading image, so that at least users won't stare at a monocolor scene when loading? I know Apple's guidelines argue against doing that, but I've seen others do it (including Google in iOS Maps).

  • darrelfdarrelf Member Posts: 243
    edited June 2014

    @Paxton I'm no expert but I would think you need to consider a loading time for the GS engine itself.

    I don't see loading issues on iOS. I use colourful loading screens and a few seconds isn't long to me.

  • stackpoolestackpoole Melbourne, Victoria, AustraliaMember, PRO Posts: 473

    mine is 5 seconds on iphone 5 for a 4mb game. Bear in mind games will increase in size when you publish it. I don't think 6 seconds is all that odd..
    Pet rescue saga takes 8 seconds to load for me =/

    Sydney Swans 2014!!

  • stackpoolestackpoole Melbourne, Victoria, AustraliaMember, PRO Posts: 473
    edited June 2014

    @Paxton said:
    UPDATE

    I reduced the game size to 597kb, and I now only have a single scene / less actors. The loading time is exactly the same!

    Could I put my logo in the loading image, so that at least users won't stare at a monocolor scene when loading? I know Apple's guidelines argue against doing that, but I've seen others do it (including Google in iOS Maps).

    You can add "splash" screens when you publish your game. Its the same page as when you enter the bundle ID. There, you can add your logo which will pop up straight away.

    Sydney Swans 2014!!

  • PaxtonPaxton Member Posts: 89

    @zhongapps said:
    You can add "splash" screens when you publish your game. Its the same page as when you enter the bundle ID. There, you can add your logo which will pop up straight away.

    Thanks for your replies. I suppose it's fine with 6 seconds. Just to be 100% sure - you refer to what apple calls "launch image", right? I lived under the impression that this was supposed to be included in the .app package (based on my adhoc test release experience)

  • stackpoolestackpoole Melbourne, Victoria, AustraliaMember, PRO Posts: 473

    @Paxton‌

    I guess it can be called "launch image" .. I'm not sure of the technical term. But is can be added to your game by simply using the gamesalad publishing - It's called "custom loading image" in the gamesalad publisher. It automatically adds into your .app file by gamesalad

    [in the page after you click a platform]

    Hope this makes sense

    Sydney Swans 2014!!

  • PaxtonPaxton Member Posts: 89

    @zhongapps said:
    Paxton‌

    I guess it can be called "launch image" .. I'm not sure of the technical term. But is can be added to your game by simply using the gamesalad publishing - It's called "custom loading image" in the gamesalad publisher. It automatically adds into your .app file by gamesalad

    [in the page after you click a platform]

    Hope this makes sense

    Thanks! I know exactly what you mean

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