Trouble uploading 75 mb game.
Portyman
Member, PRO Posts: 409
Upload keeps timing out. Other games I tried work fine. Need help....
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On a second note, i have a game that should be approved by apple next week and i would like to send you a code to downlond and give me your honest opinion, of course if you dont mind. Can you send me your email address?
Chances are your project file gets big due to assets like audio files. My CHORDiUM actually clocked 132MB when it was using high-quality CAF audio files. Suffice it to say that I did not successfully send that to GS.
What I did, however, was to manually go into the project file by right-clicking on it and choosing "Show Package Contents". Once inside, I could access the project's "sounds" folder. I completely replaced the audio files in there with substitute audio files of the *same names*, essentially overriding the large CAF files with smaller versions with the same names. What used to be a folder of sound files amounting to 128MB became a folder of only 1MB.
After that, uploading to GS was a dream. I always got my application bundle in a very short time, instantly by regular standards.
Once the bundle comes back, I just go into the application the same way "Show Package Contents" and move the high quality audio files back into the sounds folder. Everything still works the way I expect it to once done.
Do note that this is for an OSX application bundle explicitly. I have no experience doing this with iPhone/iPad app bundles.
I hope posting this workaround doesn't violate any terms and conditions with GS.
It seems to me that it's entirely possible that there might be routines that Gendai can program into Creator so that upon submission of a project for compile, Creator is smart enough to send only the files that will have permanent consequence on the app bundle. The workflow might be:
1. Determine the assets that have no direct bearing on server-side compilation and temporarily replace them with placeholder files for the upload
2. Upload the automatically amended project file which should be greatly streamlined in size now that the bulk should only be code segments
3. Upon successful compile and receiving the app from the server, Creator replaces the placeholder asset files with the originals before informing user that everything's done
So it's like locally caching the large files that have no impact on compile and reinstating them invisibly before alerting the user. This should be helpful in terms of reducing the server load as well, since it's only going to handle what needs handling. Saves on data transmission and less chances of congestion too.
Well, just a thought.