.PNG's limit

Hello all, 

I’m working on an app that has no animation, but I would like to load some .png’s, instead of using code or widgets for buttons, etc. 

My background is 473 kb and some buttons are 23.3 kb, a few other pngs should be about 200 kb and less.  

My question is how many kb .png’s is too much?  

Appreciate any help, 

Thank you

That all depends on your target audience. Many apps today are 100’s of megabytes or more. If you think of that in kilobytes (kb), that’s 100,000 kb or 1000 100kb images.

But many people, in particular, targeting countries with low bandwidth and a high quantity of low power, low storage devices, want to keep their apps as small as possible. Many people are unhappy that our minimum app size is like 8 mb without any assets. So if you set a limit of 10mb, that gives you 2mb of art, or 2,000 kb of images.

Any non-transparent image, like a background, can be done in JPEG to get them even smaller, but if you need any transparency you have to use PNGs.

Rob

If I remember correctly, App Store imposes a limit of 150MB for downloading apps over a cellular connection. If your app is larger than this, then the user will be prompted that they can only download the app over a wifi connection. I think Google Play has, or used to have, a similar limit of 100MB. It’s been a while since I read up on these, so I might be wrong.

Other than that, it’s as Rob said. The smaller the app is, the faster your players can get to it and the less of a hassle downloading and keeping the app is for them. That being said, I have several games on my devices are several hundreds of megabytes or a couple of gigabytes and for those games, the sizes are alright.

I would recommend that you create the game that you want to create and avoid worrying about the size of the game during production. If you have to, it is quite easy to cut down the size of the game in post production by applying (near) lossless compression to your assets, both images and audio.

Thanks both.

That all depends on your target audience. Many apps today are 100’s of megabytes or more. If you think of that in kilobytes (kb), that’s 100,000 kb or 1000 100kb images.

But many people, in particular, targeting countries with low bandwidth and a high quantity of low power, low storage devices, want to keep their apps as small as possible. Many people are unhappy that our minimum app size is like 8 mb without any assets. So if you set a limit of 10mb, that gives you 2mb of art, or 2,000 kb of images.

Any non-transparent image, like a background, can be done in JPEG to get them even smaller, but if you need any transparency you have to use PNGs.

Rob

If I remember correctly, App Store imposes a limit of 150MB for downloading apps over a cellular connection. If your app is larger than this, then the user will be prompted that they can only download the app over a wifi connection. I think Google Play has, or used to have, a similar limit of 100MB. It’s been a while since I read up on these, so I might be wrong.

Other than that, it’s as Rob said. The smaller the app is, the faster your players can get to it and the less of a hassle downloading and keeping the app is for them. That being said, I have several games on my devices are several hundreds of megabytes or a couple of gigabytes and for those games, the sizes are alright.

I would recommend that you create the game that you want to create and avoid worrying about the size of the game during production. If you have to, it is quite easy to cut down the size of the game in post production by applying (near) lossless compression to your assets, both images and audio.

Thanks both.