project size removed

allc1865allc1865 Member, PRO Posts: 777

so since the project size is removed, how do we see how big our project is?

Comments

  • tmanntmann Member Posts: 278

    blimey... any one of a gazillion ways. Highlight project file and hit space bar, right click project file for info, look at folder containing project with finder and size is there (finder settings dependant) etc etc. Admittedly not as convenient as in app reporting but pretty basic to work around. Doubtless if this gets enough interest someone can sort an automator action/workflow/whatever :)

  • tmanntmann Member Posts: 278

    or :smiley:

    image

  • ThoPelThoPel GermanyMember, PRO Posts: 184
    edited August 2015

    @tmann said:
    or :smiley:

    image

    I have checked all my projects - all are 4mm large. :)

  • tmanntmann Member Posts: 278

    @ThoPel said:
    I have checked all my projects - all are 4mm large. :)

    yeah.. stick to metric for iOS. Android on the other hand should be in sixteenths of an inch for universal uselessness :)

  • allc1865allc1865 Member, PRO Posts: 777

    @tmann , lol
    does it still have to 20MG though?

  • allc1865allc1865 Member, PRO Posts: 777

    It doesn't have to be that size. Never mind. Thanks guys :)

  • ArmellineArmelline Member, PRO Posts: 5,369
    edited August 2015

    @tmann said:
    Doubtless if this gets enough interest someone can sort an automator action/workflow/whatever :)

    I doubt it, to be honest. It would be relatively easy to have a little script that sits in the Dock and when you click it, pops up a dialog with the size of the currently active GS file. That's IF GameSalad had an Applescript dictionary. But it doesn't seem to have one. So there's no way to find the path to the currently open file, and as such no way to tell you its size.

    If you can't get info about the currently open project, there's really not much point in scripting anything. As soon as you have to locate the actual file yourself, you might as well just view info.

    Perhaps someone can do it in cleverer ways, but I'll be very impressed if someone can do it with Automator or Applescript (unless they use a shell script or something similar, but even then I'll be impressed).

  • tmanntmann Member Posts: 278

    I was thinking more along the lines of a finder script but quite frankly a command tab to a finder window is almost as quick as glancing at the right part of GS anyway :)

  • tmanntmann Member Posts: 278

    @tmann said:
    ....glancing at the right part of GS anyway :)

    if it still existed :)

    The path to the current project even before initial save is available if you know where and how to look.

  • ArmellineArmelline Member, PRO Posts: 5,369

    @tmann said:
    I was thinking more along the lines of a finder script but quite frankly a command tab to a finder window is almost as quick as glancing at the right part of GS anyway :)

    By the time you get down to Finder scripts, cmd-I is going to be just a quick, or nothing is needed at all if you browse in List view. So we'll just have to wait for GameSalad to be happy putting it back in :D

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    I fully support the removal of things that don't work. I applaud their efforts to correct what can be easily done first and then address the more difficult onces based on the feature request votes.

  • SocksSocks London, UK.Member Posts: 12,822
    edited August 2015

    @Armelline said:
    So there's no way to find the path to the currently open file, and as such no way to tell you its size.

    On a Mac you could just use the standard built in OS X path display pop up (Cmd click) . . .

    Personally I never used the Project Size display, by that I mean I never really even glanced down at it, good to see broken functions removed.

  • ArmellineArmelline Member, PRO Posts: 5,369
    edited August 2015

    @Socks said:
    On a Mac you could just use the standard built in OS X path display pop up (Cmd click)

    Hence my "cmd-I is going to be just a quick, or nothing is needed at all if you browse in List view" :P Excellent gif, though.

  • GeorgeGSGeorgeGS Member, PRO Posts: 478

    If we ignore the fact that the text was confusing I guess the problem is, what is that number, or even in Finder/Explorer how does the size of your project folder relate to anything about the published app size?

    The short answer is it may be fairly close to the published size, or it may be completely wrong.

    When you publish to a device all of your images are are converted to a different compressed format that makes them easier to use as-is for textures. They load faster and make it harder for someone to open up your downloaded project and "borrow". The size of all of the compressed images isn't a good indicator for memory usage either since they will be uncompressed when they are loaded into memory. There's also a different amount of overhead involved for each different platform.

    Instead of thinking about bringing that one number back, can you give me an idea of some statistics about the project that are relevant to you that we might expose in the editor? Number of images? Number of sounds? Number of actors? I dunno what's important to you, but I see the change made some unhappy and we don't want to do that if we can avoid it, but we also don't want to give stats that we don't think are really useful/correct.

  • ArmellineArmelline Member, PRO Posts: 5,369
    edited August 2015

    I think what people want to know is when they publish their game, what size it's going to show up as in the store, and what amount of size it's going to take up on a device when it's downloaded.

    With the 50mb Android limit, it's vital information. And 20mb Arcade recommended limit. And with Apple clinging to 16gb phone sizes, a huge file size can be very off-putting to a lot of potential customers.

    In an ideal world, you'd click on the size indicator in the bottom right corner and it would tell you the estimated project size for each potential platform (if they're different - if they're all about the same then just the estimate project size once published).

    I assume telling us exactly is going to be very difficult, but I think people would be perfectly happy with a close estimate.

    Android and Arcade limitations in particular made this super-useful information, though.

  • ffatopffatop Member, PRO Posts: 37

    I think it's now work with more than 20 Mb :|

  • The_Gamesalad_GuruThe_Gamesalad_Guru Member Posts: 9,922

    After that explanation I would rather see time spent on the Android expansion for files larger than 50. It seems figuring a fairly accurate project size would be a task. If it is a task, I'd rather see that time spent on something more substantial. I think we can all get by.

  • jonmulcahyjonmulcahy Member, Sous Chef Posts: 10,408

    @Lost_Oasis_Games said:
    After that explanation I would rather see time spent on the Android expansion for files larger than 50. It seems figuring a fairly accurate project size would be a task. If it is a task, I'd rather see that time spent on something more substantial. I think we can all get by.

    yes!

    i spent 2 days trying to get an google play version of A Long Way Home. The little indicator in the bottom right is useless to determine the final project size.

  • MoikMoik Member, PRO Posts: 257

    Is there a way to create the expansion files (.obb) for Google Play from gsproj?

  • ArmellineArmelline Member, PRO Posts: 5,369

    @Lost_Oasis_Games said:
    After that explanation I would rather see time spent on the Android expansion for files larger than 50. It seems figuring a fairly accurate project size would be a task. If it is a task, I'd rather see that time spent on something more substantial. I think we can all get by.

    Yes, me too. This is perhaps the biggest limitation of GameSalad right now.

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