Any one Sugest for not too large size of the game..

Any one Sugest for not too large size of the game…

were developing 2d game project and were in the middle of the game
but why the size of game or apk is too large… ??
20mb, :wacko: :wacko: :wacko: <_< <_<

You can try to optimize your images and animations by using a single image sheet. Instead of having 100s of images you could just have one and call the frame of whatever image you need. This also helps with memory consumption. There are really good tutorials floating around that shows how to do this.

http://www.coronalabs.com/blog/2012/10/02/animated-sprites-and-methods/

No matter what you do though after build will always be larger then the original game files. In my experience about 70% larger. I guess it depends on what modules you call but im not really sure.

20mb is large for many Android people but in the grand scheme of things, it’s not large at all.  Apple now allows 100mb downloads over cellular.  Google Play’s limit is 50mb without an expansion pack, so you’ve got some room before you hit boundaries.

Big app sizes happen because of large graphics.  If you want your app to look good on the new crop of tablets and higher resolution phones you have to provide better graphics and your apk size is simply going to grow.   I don’t know how many games can be done with HD quality graphics and stay under 20mb today.

Here are some suggestions.

  1.  Any rectangular graphic that doesn’t need to any transparency (your full screen backgrounds for instance, square tiles that you meshing together, etc.) use JPEG instead of PNG as the file format.  JPEG compresses the images filesize considerable smaller than PNG does.  In my space shooter, it was going from like 3MB backgrounds for my @4x retina images down to like 300K.  That’s huge.  If you want say letter tiles or cards to have rounded corners, consider JPEG’s as well and using a mask to round the corners rather than a PNG with a transparency.  

  2.  Don’t include @4x graphics for things that scale up nicely without them  

  3. For your audio, save it at 11khz mono instead of 44khz stereo.  Most devices won’t miss the extra quality and stereo sound anyway.  

  4. Look for content that can be downloaded later.

  5. Use imageSheets to gather your art into fewer files.

  6. Make sure to do “Save for Web or Devices” out of Photoshop and make sure to not embed color profiles, IPTC or EXIF data in with the images.  Those three chunks of meta data can be 30-60K of data for a graphic that might only be 5K in size.  If you have a lot of images, that’s a lot of metadata that your app doesn’t need.

You can try to optimize your images and animations by using a single image sheet. Instead of having 100s of images you could just have one and call the frame of whatever image you need. This also helps with memory consumption. There are really good tutorials floating around that shows how to do this.

http://www.coronalabs.com/blog/2012/10/02/animated-sprites-and-methods/

No matter what you do though after build will always be larger then the original game files. In my experience about 70% larger. I guess it depends on what modules you call but im not really sure.

20mb is large for many Android people but in the grand scheme of things, it’s not large at all.  Apple now allows 100mb downloads over cellular.  Google Play’s limit is 50mb without an expansion pack, so you’ve got some room before you hit boundaries.

Big app sizes happen because of large graphics.  If you want your app to look good on the new crop of tablets and higher resolution phones you have to provide better graphics and your apk size is simply going to grow.   I don’t know how many games can be done with HD quality graphics and stay under 20mb today.

Here are some suggestions.

  1.  Any rectangular graphic that doesn’t need to any transparency (your full screen backgrounds for instance, square tiles that you meshing together, etc.) use JPEG instead of PNG as the file format.  JPEG compresses the images filesize considerable smaller than PNG does.  In my space shooter, it was going from like 3MB backgrounds for my @4x retina images down to like 300K.  That’s huge.  If you want say letter tiles or cards to have rounded corners, consider JPEG’s as well and using a mask to round the corners rather than a PNG with a transparency.  

  2.  Don’t include @4x graphics for things that scale up nicely without them  

  3. For your audio, save it at 11khz mono instead of 44khz stereo.  Most devices won’t miss the extra quality and stereo sound anyway.  

  4. Look for content that can be downloaded later.

  5. Use imageSheets to gather your art into fewer files.

  6. Make sure to do “Save for Web or Devices” out of Photoshop and make sure to not embed color profiles, IPTC or EXIF data in with the images.  Those three chunks of meta data can be 30-60K of data for a graphic that might only be 5K in size.  If you have a lot of images, that’s a lot of metadata that your app doesn’t need.