Publish size is to heavy....
evert
Member Posts: 266
Hi all,
My game is a bit heavy when i publish/export it.
My project size is about 1.4mb in size. My images folder is 347kb.
But when i publish it its about 22mb and the compressed .ipa is about 9mb.
How is this even possbile? and how do i fix it!
Thanks
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
Comments
Which version of the creator is doing this?
And are the results any different with another version?
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@summation i'm using 0.13.7
i din't try it on any other version, i would say this is a stable one?
i know nightly's do crazy stuff.. but this is not a nightly
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
Hmm, not sure. And I'm probably not allowed to offer to export your file (I'm using the windows creator) to see if I'm also experiencing file size issues.
I wonder if there are any specific behaviors that bloat themselves up on publishing that you may have a bunch of?
Mathtap.com (Android) | Fridgemanager.com (Android) | Breakoutofspace.com (Android)
The two games I have published, the third waiting approval, and the one rejected all mushroomed in size to about 20MB. I "hope" it's standard procedure! Anyone else wanna chime in?
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My game is that about 150MB and when i publish to android it goes upto about 218MB but when i publish to apple it goes upto about 488MB
Damn thats a lot!
I'm asking because my last game had more images and was bigger, and i was 7mb when published..
my new game is smaller and with a very small amount of images.. and its 9mb,
the game is so small i want it to be 1 - 3mb
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
@evert, is there a specific reason you are so worried about keeping your file size so small? Of course it's good to always optimize and be concerned with download size etc, but trying to keep your file size to 1-3MB seems unnecessary to me.
Apples app download size over cellular is 100 MB I believe and the Wi-Fi limit is 4GB, so there is no reason to limit to such a tiny size.
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do you have RI turned on? when you publish your app GS makes multiple copies of the artwork at the various resolutions required, in addition it has the game engine.
I wouldn't worry about a 20MB app.
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It is still a good question, i would like to know as well what bloats the file size during publishing.
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How can i check what bloats it?
I know the size limits, but downloading 100MB over cellular is expensive.
The lower the file size, the more people can and will download it quickly over the cellular network. Sometimes when someone says i have to download a game, and its about lets say 80mb, i always think i will download it at home over the wifi network, but then i forget. the smaller the better
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
@evert, fair enough.
It would be nice to know at least exactly how much the engine itself takes up as part of each game.
http://jamie-cross.net/posts/ ✮ Udemy: Introduction to Mobile Games Development ✮ Learn Mobile Game Development in One Day Using Gamesalad ✮ My Patreon Page
Been a while since I published but I used to delete screenshots from the folder because every time you test a new scene GS saves a screen grab in a separate folder so if you have a lot of scenes this can bump up you project size so check and delete via right click show package then look for the folder and delete the unwanted images.
Another reason might be that GS makes 2 sets of images one for retina and one for standard.
Mine bumps from 380kb to 7.1mb after publishing using the latest nightly. Will check tomorrow on a different version of the creator with RI off.
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It makes sense that Resolution Independence would generate a lot of potentially unnecessary image files.
Mathtap.com (Android) | Fridgemanager.com (Android) | Breakoutofspace.com (Android)
Maybe its the 64bit support?
My previous game was before the 64bit thing, so maybe thats the reason it was less heavy then now?
Going to export my old game again in the new engine, and see what happens..
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
And also everyone else: it isn't RI.
I noticed this already with 0.13.9 and it still remains.
How do I know it isn't an RI issue? First, I simply don't use RI. But more importantly:
Try creating an empty (or very simple) project, with no graphical assets whatsoever. Publish it with 13.2 nightly and 13.11 RC. Compare sizes.
My results: Nightly -- 5.6MB, RC -- 16.7MB
Examining the package, there is a new LUA folder in the 13.11 RC build, but that is under 700kb. The difference is only in the executable file, which balloons in size in 13.11 RC.
Submitted as a bug: http://bugs.gamesalad.com/show_bug.cgi?id=963
Agreed, if it were the addition of RI assets you would expect to see the file size for the image assets grow by only 25% (the addition of half-res image assets), and of course a game is made from more than just image assets, so the overall growth as a percentage of the whole game should be less than 25%, the increases mentioned in this thread are much much bigger than that.
I tried exporting my last game again with 0.13.11rc
I noticed my game went up by 2.7mb.
So it was 7mb when i released it first on the itunes store. and now when i export it again with the newer engine it went op by 2.7mb so it is 9.7 now.
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909
@evert with the project sizes your talking about, your just wasting your time worrying about it...
With regards to the larger projects though, such as mentioned by @deej011 then yup, this is definately a concern....especially when it's tripling the overall size of the app.
maybe I am, but i find it interesting why the size is increasing.
And i like to keep it as low as possible
New game!: [Snake Rage]https://itunes.apple.com/us/app/snake-rage/id1463859909