typical size for an app including resource files (sound, graphics) ?

Just wondering how much space I’m allowed, when creating a typical app, for example my support files (sound and graphics) ammount to around 1MB before I build my app.

How much is too much, assuming I’m deploying for Android and iOS ?

Is this OK ? [import]uid: 97524 topic_id: 18730 reply_id: 318730[/import]

For iPhone if it is over 10mb then you won’t be able to download via edge/3g/whatever cell network. The limit I believe is 2gb.

Android is 50mb once packed.

I think the average game is about 10 mb’s. [import]uid: 46343 topic_id: 18730 reply_id: 72005[/import]

varies.

20MB is limit for edge/3g. iphone

android - depends on market 50MB is cap before you have to break the app apart and have it load from the sim card.

average now days is about 20MB for games, 80MB for ebooks.

some ebook apps made in corona top the scale at around 200MB

c
[import]uid: 24 topic_id: 18730 reply_id: 72009[/import]

My game currently adds up to 290 MB. Of course, it’s not all cleaned out. I have several unused files. Is that like way to much? [import]uid: 66117 topic_id: 18730 reply_id: 72011[/import]

thanks guys

good info as always

[import]uid: 97524 topic_id: 18730 reply_id: 72013[/import]

Oh I am wrong, the size is 20mb (used to be 10) for over cell network download.

290mb is a bit, but I have no idea how complex your game is :wink: [import]uid: 46343 topic_id: 18730 reply_id: 72016[/import]

It’s actually about as simple as it gets… [import]uid: 66117 topic_id: 18730 reply_id: 72019[/import]

Then yes that is a bit high. If there is a lot of images you may want to make sure they are in the proper format and compressed. [import]uid: 46343 topic_id: 18730 reply_id: 72021[/import]

They are all .png. I compressed a sample image and it made a zip… I’m guessing that is what was supposed to happen? It reduced the size from 50KB to 13KB. [import]uid: 66117 topic_id: 18730 reply_id: 72036[/import]

Joe, you don’t zip the images - if that’s what you’re saying. (I could have read that wrong.)

When the app is complete what you upload is a zip and that is the size that counts for Apple.

290MB is huge if it is “as simple as it gets” - are you including video files? A large amount of music?

Peach :slight_smile: [import]uid: 52491 topic_id: 18730 reply_id: 72055[/import]

@Peach,

Well, I’m not really sure what I’m doing. Until just now, I wasn’t quite sure what compressing was. What is the recommended way to do it? [import]uid: 66117 topic_id: 18730 reply_id: 72264[/import]

For images and where distortion is allowed, I recommend the .JPG file format as you can literally specify how large you want the file to be (by setting quality from 0-100%, even 85-90% does wonders). AFAIK JPG does not support transparency however, my knowledge might be outdated.

.PNG has lossless compression available, just set it to max, it would only influence loading time in worst case. Though I think that Android export automatically does this.

For audio, you can try formats like .MP3 and and .OGG at various bit/sample rates (make sure they are supported on target platform). Beware you can trash audio quality if you don’t know what you’re doing. [import]uid: 58849 topic_id: 18730 reply_id: 72267[/import]

PNG takes less “CPU” to actually display then JPG but JPG can save you in texture memory for larger images.

So generally speaking

PNG = UI Stuff (icons, buttons, etc)
JPG = Background Images, Large Images, Photos, etc

And me7, PNG is still the only supporter of transparency :slight_smile: [import]uid: 46343 topic_id: 18730 reply_id: 72271[/import]

Are you sure about that it conserves runtime GPU memory on device? I presumed JPGs and PNGs were both converted to uncompressed texture formats when loading.

In that case, advantage of JPG becomes even larger. [import]uid: 58849 topic_id: 18730 reply_id: 72276[/import]

PNG is optimized by Apple (using Apples encryption methods) and are slightly faster decoding time then the counter part JPG.

JPG does typically require less disk i/o, but more decoding time…

So really it depends on a few things, if you compress your jpg, how much, and the difference in filesize between PNG version and JPG version.

However I may be completely wrong because I don’t know if Corona SDK puts the images through the same processor as the normal iPhone packages go through (being compressed with pngcrush+other stuff using Xcode).

And JPG generally wins the image format war… except in very small sizes in which case gif/png win. [import]uid: 46343 topic_id: 18730 reply_id: 72280[/import]

@ dubcanada & me7

So what you guys are saying is my background images should be .jpg, my smaller images should be .png, and any images that have transparency should also be .png. Right? [import]uid: 66117 topic_id: 18730 reply_id: 72291[/import]

Without getting caught up in this too much, Joe, you must have some files that are at least a few MB each, right? I mean 290MB for a “simple app” is a lot. How about right clicking and getting info on some of your files to see how big they are?

If it is really simple then I’m sure you can cut it down by going through and seeing what’s taking up the most space.

Peach :slight_smile: [import]uid: 52491 topic_id: 18730 reply_id: 72330[/import]

Yah that is what we are saying :slight_smile: [import]uid: 46343 topic_id: 18730 reply_id: 72336[/import]