size of games
by rennie moffat · in iTorque 2D · 09/15/2009 (6:36 pm) · 14 replies
HI just thinking here,
I am just wondering what the basic size of a game should be, can be for an Iphone app. The reason I ask is because I am thinking of building a 2D scroller, so I am wondering, how many levels and the length of each are possible.
Any thoughts?
I am just wondering what the basic size of a game should be, can be for an Iphone app. The reason I ask is because I am thinking of building a 2D scroller, so I am wondering, how many levels and the length of each are possible.
Any thoughts?
About the author
My thanks to Garage Games and the Garage Games Community combined with owned determination I got one game up, Temple Racer and I am looking to build more interesting, fun games for the mass market of the iOS app store.
#2
:..
09/15/2009 (7:06 pm)
Cool I will look into that. But perhaps you could answer this too. How big is 10MB, more specifically, how big is that in terms of a game? I understand all situations are different and you might never know really depending on certain adjustments one could make, but Im just trying to get a head start in terms of how big (ie levels etc) I could make it.:..
#3
09/15/2009 (7:22 pm)
It all depends on your graphics and sound. Rest of the game is insignificant beyond the base TGBGame executable which is 5-8 megabytes to begin with (though more like 4meg after compression).
#4
09/15/2009 (10:58 pm)
So ok, I was thinking about visuals really, like levels, bosses, enemies, the level backgrounds, all images them self. I guess I could just do a compilation myself, was just looking for some ruff estimates really. Thanks.
#5
Using PVR images don't always create smaller files. A PVR is always a constant size, while a PNG or JPG will be dependent on the color information in the image. So, a 512x512 pure black image will still produce a 128kb PVR2 file, while it will produce like a 1kb 32bit PNG/JPG ;)
But, if you have lots of color info that doesn't compress nicely, a PVR will tend to be smaller.
09/16/2009 (6:39 am)
@Chris:Using PVR images don't always create smaller files. A PVR is always a constant size, while a PNG or JPG will be dependent on the color information in the image. So, a 512x512 pure black image will still produce a 128kb PVR2 file, while it will produce like a 1kb 32bit PNG/JPG ;)
But, if you have lots of color info that doesn't compress nicely, a PVR will tend to be smaller.
#6
From what I've been taught I would think that the latter is true but you seem to know a lot so thought I would just ask :).
09/16/2009 (6:49 am)
Luke, Does that also convert into the size in memory? Or will PNGs always be larger in memory than PVR's?From what I've been taught I would think that the latter is true but you seem to know a lot so thought I would just ask :).
#7
09/16/2009 (11:53 am)
png's will always be much larger in memory.
#9
09/16/2009 (3:59 pm)
PVRs will always take up the same amount of texture memory as they do disk memory. PNGs (and the like), will always take up more memory. To know how much size they will take up, find the nearest "power of 2" dimensions for the image (as a rule, you should always just make your images power of 2), multiply them together and then again by 4, and that will tell you how many bytes of texture memory they will take up. If they are palettized, you can skip the *4 to see the sizes.
#10
09/16/2009 (4:01 pm)
hmm iphone supports palettized PNG's?
#11
09/16/2009 (6:21 pm)
this thread rips.
#12
120+ 64x64 images (png)
12 buttons (2 images each)
4 512x512 images (pvr)
20 or so other misc pics, all smaller than 300x300 (png)
2 songs (mp3 @ about 30 seconds each)
4 320x480 gallery pics (png)
1 level file
8 cs files
4 sound effects (wav)
Game size is 9MB in the app store.
09/16/2009 (7:27 pm)
In terms of matching it to visuals, hard to say. I can use Xeno Sola as an (approximate) example though:120+ 64x64 images (png)
12 buttons (2 images each)
4 512x512 images (pvr)
20 or so other misc pics, all smaller than 300x300 (png)
2 songs (mp3 @ about 30 seconds each)
4 320x480 gallery pics (png)
1 level file
8 cs files
4 sound effects (wav)
Game size is 9MB in the app store.
#14
09/28/2010 (10:14 pm)
I am wondering, how do you measure the size of your app? Meaning, what folder, if any can I select and getInfo on regarding it's size.
Torque 3D Owner Chris Jorgensen
Cascadia Games LLC
One good way to squeeze in more space is to make your background images compressed PVRs. That can save a MB or two.