Memory planning
dogfish
Member Posts: 12
New here, working on first game. Learning about memory at moment, as it will dictate how I approach levels.
I have mined the forums, wikipedia, etc as much as possible.
Bear with me please:
My game will have 72 levels, Block-pusher (Boxed-In) genre.
So far I have one level menu page, with 6 images loaded (12 levels each). In ImageOptim each image is ~130kb.
When I "page left/right" I switch the levels actor's image to the next image.
So when I load up viewer, it starts with Images: 4.5mb, then increases by 4mb each time a new image is loaded (level page change).
BTW,
Game Engine: 1.3MB
Other: 11.5MB
Total: 17.2MB.
a) How does ~130kb translate to 4mb?
b) What does that "Images: xMB" value represent; RAM?
c) What should my ceiling on that value, (and the other 3 viewer values), be?
d) How does that relate to the 20MB 3G cap (or modern equivalent)
My concern is that I'll be bringing in 72 more background images, at 4MB a pop is 288MB.
It involves lots of ladders and tubes, etc so that is the easiest to do, but if necessary I can go these routes:
Make the ladders, wall-blocks, etc into actors, and reposition them for each level.
Rework the back-ground artwork to be PNG-8 graphics (although not sure how to do that at moment with InkScape).
Thank you for answering my questions; I promise my puzzle/game design is clever as hell and will make you all proud.
But if it doesn't fit, I must acquit! *sigh*
Dogfish
I have mined the forums, wikipedia, etc as much as possible.
Bear with me please:
My game will have 72 levels, Block-pusher (Boxed-In) genre.
So far I have one level menu page, with 6 images loaded (12 levels each). In ImageOptim each image is ~130kb.
When I "page left/right" I switch the levels actor's image to the next image.
So when I load up viewer, it starts with Images: 4.5mb, then increases by 4mb each time a new image is loaded (level page change).
BTW,
Game Engine: 1.3MB
Other: 11.5MB
Total: 17.2MB.
a) How does ~130kb translate to 4mb?
b) What does that "Images: xMB" value represent; RAM?
c) What should my ceiling on that value, (and the other 3 viewer values), be?
d) How does that relate to the 20MB 3G cap (or modern equivalent)
My concern is that I'll be bringing in 72 more background images, at 4MB a pop is 288MB.
It involves lots of ladders and tubes, etc so that is the easiest to do, but if necessary I can go these routes:
Make the ladders, wall-blocks, etc into actors, and reposition them for each level.
Rework the back-ground artwork to be PNG-8 graphics (although not sure how to do that at moment with InkScape).
Thank you for answering my questions; I promise my puzzle/game design is clever as hell and will make you all proud.
But if it doesn't fit, I must acquit! *sigh*
Dogfish
Comments
So now I'm looking at 32kb*(72 levels) = 2.3MB of some form of memory dedicated to my large images.
Until I understand questions a-d above, I have no idea if I will be in acceptable publishing ranges.
Again, thanks in advance.
dF
a lot of the image: xMB's size is in the the project's screenshot Folder … you can delete all but one of them when you finish your build, if your project is large; or delete them all when you receive your app from GS (keep the folder : delete the images) what else? the app elements when opened are stored in RAM whatever your game requires -- provided you have optimized everything!
- unchecked Preload Art attribute in all actors (where applicable)
- unchecked/edited the Physics properties in actors (where applicable)
-- static actors do not need Density/Friction/Restitution or Moveable (Interpolate and Collision actors do need this …) the 20MB 3G cap only applies if the 3G device is currently using a phone carrier … i.e. it is maximum data transfer size allowed by the phone company – not Apple or the device; larger-size apps purchases are valid; and, the download is a available when connection with a computer is established.
recently, some were complaining about GS Publish not accepting projects >150MB.
ah … @dogfish your GS application is smaller than the project size. Work on your game; optimize when you have the work done.
MH
Good luck to everyone submitting games for the holiday season!
dF