I’d like to give a big shout-out to all the people in the Corona community who have helped me to learn over the past couple years.
A special thanks goes to the following people:
-Brent Sorrentino
-Matt Webster
-Rob Miracle
-Caleb P.
-Sergey Lerg
-Eric Kinkead
You guys Rock!
This is my first game, so don’t expect uber greatness.
The only things missing at the moment are the screenshots for iPhone/iPod.
I have all of them for iPad, though.
Please consider downloading and reviewing my game.
I am going to be closely watching any reviews I get, so if you have a suggestion or run into a problem please let me know either via review or by clicking the support button.
For solid images (no transparency) like backgrounds, make them JPEGs not PNG’s and compress them as much as your tasted in quality will allow. This can be huge. A retina iPad background could be a couple of megabytes in size as a PNG file, yet a few hundred kilobytes as a JPEG.
The next big savings can come in the way of your audio. People want to include 44khz stereo tracks which make for some big audio files when an 11khz mono track will do just fine at a fraction of the storage space.
If Images will resize up without a noticeable loss in quality, consider skipping the @4x version of the image. I don’t know how much this impacts you but in my space shooter Omniblaster, I have 3 ships, each with 6 levels of shielding and an animated flame exhaust. I could have had a huge sprite sheet for each shielding phase with multiple frames for the flame, but instead I constructed it out of a series of smaller images. I had the 5 shield phases (plus the 6th no-shields) as their own image sheet. I had the three ships as their own and I had the exhaust animation as it’s own sprite. It took a little more code work to build the object, but the files were smaller.
For solid images (no transparency) like backgrounds, make them JPEGs not PNG’s and compress them as much as your tasted in quality will allow. This can be huge. A retina iPad background could be a couple of megabytes in size as a PNG file, yet a few hundred kilobytes as a JPEG.
The next big savings can come in the way of your audio. People want to include 44khz stereo tracks which make for some big audio files when an 11khz mono track will do just fine at a fraction of the storage space.
If Images will resize up without a noticeable loss in quality, consider skipping the @4x version of the image. I don’t know how much this impacts you but in my space shooter Omniblaster, I have 3 ships, each with 6 levels of shielding and an animated flame exhaust. I could have had a huge sprite sheet for each shielding phase with multiple frames for the flame, but instead I constructed it out of a series of smaller images. I had the 5 shield phases (plus the 6th no-shields) as their own image sheet. I had the three ships as their own and I had the exhaust animation as it’s own sprite. It took a little more code work to build the object, but the files were smaller.