File Size Requirements
xacto
Member Posts: 146
So... I just found an awesome soundtrack for my game and set up some nice fade ins and fade outs with the new MUSIC commands. After getting the proper artist permissions and making the music just right, I hit publish to upload my shinny new update. BOOM! I get a message saying it must me smaller the 10 MB. oh-oh.....
I guess we can not request for higher space requirements? (hint-hint) Any ideas how to compress it?
DJ'Xacto
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Starfire
http://gamesalad.com/game/play/8901
I guess we can not request for higher space requirements? (hint-hint) Any ideas how to compress it?
DJ'Xacto
-------------------------------
Starfire
http://gamesalad.com/game/play/8901
Comments
I think Apple prefer it if you use sound files that are mono at 22khz.
Additionally, the 10MB limit is there because most phone providers that supply the iphone won't allow you to download anything over that limit directly to the phone unless you're using wifi.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
You may be able to save some considerable space by further compressing your audio. What format / bitrate are you currently using? How many minutes of music do you have in your game?
I always assumed all games made with GS had to be below 10MB
Which is worrying me as I'm at around 7MB and haven't put many sounds in yet! :O
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Looking under the Wiki, this states to me that they have to be 10mb or under to "upload them to GS website"
What about exporting games to the App Store?? I'm assuming it's okay to go over the 10mb limit with that otherwise it would be quite limiting for us as developers to make bigger games
I have been looking at other ways to cut down files size; cutting my graphic and sound files but I am still hitting around 15MB. Looks like I am maxing the system out. Back to work.
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StarFire
http://gamesalad.com/game/play/8901
Since you mention the new "music" behavior, it sounds like you're working with .m4A AAC files, is that correct?
16-bit is standard and should be fine. Mono will save some space, but 1) it may suck the life out of your music mix, and 2) it may not save as much as you'd think. I am finding that my .m4a AAC mono files are almost as large as stereo files, but perhaps that is just the way my audio software packages things.
What matters most is the bitrate, which is typically either 128 or 192. If it's 192, you can reduce it to 128 with an almost imperceptible loss in quality. If it's 128, you can reduce it further, but keep your ears open. (The high end will be the first thing to go -- listen to the cymbals.) This works exactly as advertised: a one-minute stereo .m4a AAC file should be right around 1.5MB using a bitrate of 192, 1.0MB using a bitrate of 128, 500K using a bitrate of 64, etc.
If you don't have a program that can make this change, I would recommend Max (http://sbooth.org/Max), which is free and can do batch converting between many different file types.
There's different ways to conserve file size - make sure there aren't redundant assets floating around your project, ensure images are rendered at game display size (or smaller), use jpgs if your image allows it, bring down bitrates and shorten audio, etc. If anyone has other suggestions, feel free to post them. Thanks for the questions!
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Quantum Sheep
http://www.quantum-sheep.com/
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I wrote what I wanted to say.
Pressed 'Return' a couple of times...
Then pressed the '-' key a load of times. Like this: ------------------
Then under that I wrote some more stuff, and put in a link
Which is why there's a smiley winky face in my last post
Like this:
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
:P
@Cobra, that is VERY helpful information. I will see what I can do to compress. You need to post that info on the gamesalads WIKI. I am sure there are many people who could benefit from your expertise on sound.
@ Quantumsheep - you made funny!
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StarFire
http://gamesalad.com/game/play/8901
And Xacto, every time I think of a game idea I make funny!
Back on topic, I've reduced my game from 7MB to just over 4MB by going back and trimming the graphics down to a more reasonable size. As you can see, it's made a huge difference, and it runs much better now as well.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Sorry, just clarifying
Games for the iPhone can be bigger than 10MB. We don't recommend it but it's totally up to each developer.
Games for the web are limited to 10MB as it's always been.
I'm debating on the number of levels I was going to create for one of my bigger games now b/c of the 10mb recommendation...
Do games sell considerably less when they are over the 10mb limit?
I noticed that some games in the top 100 like "Alive forever" are over 10mb but seem to be doing well...
So basically, should you shorten your game just to get it under 10mb, or do more levels, create more value, and hope that it will sell well.... I've been trimming images down, and music files as well but the way my game is, I don't think it would be possible to get it under 10mb
OK, so I went through my entire game and sampled all my sounds down and went through all my graphic and reduced them to the smallest size possible. However, I can only get it down to about 12.4 MB.
So I checked with an older filed right before I added the ACC file that still has all my music and images at the highest resolution and bit rate. Here is what I found:
My old version: All graphics at full resolution + All sounds at full bit rate (7.1 MB)
My new version: All graphic reduced + all sounds reduced bit rates + ACC music file (12.4MB)
Now if I take my NEW file and delete the ACC music file, it still is 12.4. This should be way lower then 7.1 because of all of the reduction of the graphics and sound files. (note: the ACC file replaced a large OGG file-so it should even be less)
OK, now I am lost. This does not make any sense. Is there a bug that retains some information even after you remove it?
Ughg!!! Help!
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StarFire
http://gamesalad.com/game/play/8901
This is how I fixed the problem:
I clicked on my gamesalad project and right-mouse-click and selected "Show package Contents" and opened my "Sound" folder. I then deleted all my sounds and then copied them again into the "Sound" folder.
I just went from 12.4 MB down to 2.5MB !!!!!!!!!!
If anyone is having issues with files size; make a copy and try replacing images/sound files this way and see if this helps.
Why this worked, I do not have a clue.
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Great news Xacto! That is a huge difference in memory!
Stupidly, I was using images that were 512x512 - and then wondered why my game was crashing all the time!
They were actually, typically, 64x64 in-game, so I resized them using Pixelmator and/or Pixen.
It's worked a treat
Hope that helps,
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I had a question I noticed you said you use Max to convert your music files, that is the same program I'm using.
What are you currently converting them to to reduce their size? I'm using OGG vorbis, is there currently any other file type that is supported by GameSalad?
What quality and bitrate do you choose? And do you check the box "Restrict encoder to constant bit rate"?
Also, some of the songs are longer in length, do you cut them shorter?
Thanks!