How do I export low memory games?

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Post » Mon Aug 04, 2014 12:39 am

I see games on the App Store that are like 2mb in download. And they are really good games. How do I export my games to the same amount of memory? Whenever I upload to app store my games are roughly 17mb. Is there a way to decrease that?
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Post » Mon Aug 04, 2014 1:14 am

There's no magic button. If their game is smaller then they are using less art, smaller art, less sound, smaller sound etc. The trick is to learn how to optimize the use all the stuff that makes your game.
How big are the images you're using? How many frames are you using per animation? How much music or sound does your game include?

best of luck,
-Mike
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Post » Mon Aug 04, 2014 1:16 am

Brashmonkey wrote:There's no magic button. If their game is smaller then they are using less art, smaller art, less sound, smaller sound etc. The trick is to learn how to optimize the use all the stuff that makes your game.
How big are the images you're using? How many frames are you using per animation? How much music or sound does your game include?

best of luck,
-Mike

I'm talking about Real Racing having less memory than a game I optimized and made sure all images and sounds were incredibly low in memory. I done a college course and this was pretty much the only thing I was good at, editing images and stuff. But I'm not sure if it's to do with the way things are exported.
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Post » Mon Aug 04, 2014 1:19 am

there is not much you can do to make them smaller without coding your game yourself .... you can try other export methods cocoonJs exports smaller then Crosswalk for example
and further you can make you assets smaller

i have found for the most part size isnt really an issue for most people
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Post » Mon Aug 04, 2014 1:52 am

Actually Real Racing is huge in size. The difference is that when you download and run it, it will ask you to download the remaining files. And I believe that all the wrappers used for exporting to mobile games are by itself 10MB or more in size. So you need to add it to your game's own size as well.
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Post » Mon Aug 04, 2014 2:28 am

rekjl wrote:Actually Real Racing is huge in size. The difference is that when you download and run it, it will ask you to download the remaining files. And I believe that all the wrappers used for exporting to mobile games are by itself 10MB or more in size. So you need to add it to your game's own size as well.


Everything seems a bit off topic. The main question I was asking is, is there different export methods than give you smaller sizes? Someone said Cocoonjs, but I don't know how to wrap it and stuff after exporting to that. But I've seen Construct2 games with roughly 3mb in size
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Post » Mon Aug 04, 2014 2:32 am

CocoonJs is the smallest wrapper ive seen and it is 10 MB alone if you have seen C2 games that small(3MB) on android i would recommend asking that developer
im not sure about phonegap you should look into that if your game is not performance intensive
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Post » Mon Aug 04, 2014 4:56 am

Actually it is connected. To export C2 games that can be played on mobile, we use a wrapper to export it. Without the wrapper, C2 games won't play on mobile. So you have to add the total size of your game along with the size of the wrapper.

I agree with @volkiller730, you might want to ask the maker of the game how he was able to create a mobile game that is only 3mb in size. I think many would be curious as well.
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Post » Mon Aug 04, 2014 5:51 am

DylanBannan wrote:I see games on the App Store that are like 2mb in download. And they are really good games. How do I export my games to the same amount of memory? Whenever I upload to app store my games are roughly 17mb. Is there a way to decrease that?


while exporting check the minify script(recommended). It will decrease size of js.
Thatz what u can do with c2. :D
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Post » Mon Aug 04, 2014 10:45 am

@DylanBannan

A small game I exported from C2 was just over 4MB as raw files and about the same when wrapped into an apk with Phonegap Build, so I guess Phonegap adds the least overhead out of the available wrappers.

About 3MB of that was for the 3min music track, so I could have got it down to about 1MB if I removed the music or replaced it with a shorter sound loop. If you've already optimized your images, music would be the next place to look.
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