So, I'm currently making a game that is very big. in fact it's now over 1GB in size and whenever I try to build an apk I face myself with an "out of memory" error.
The same game builds just fine with Exe and Mac files, but not the apk. However, Taking away some frames leading the apk to be 900Mb, works.
I assume there's an 1GB limit on the apk size? Are there any way to work around this issue?
Out of Memory - Limitation?
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A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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The .apk size limit to publish on playstore is 150 Mb, I am sorry to be the one to tell you , I was extremely nervous I found that out when I tried to publish my game, same size limitation applies for android bundle ...
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Keep in mind that size limit is what Google has set up on the playstore side , I don't know if fusion has a limit on it's apk size though
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that size sounds like its insanely un-optimized
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The game client that users initially download and install can have a smaller file size requirement. The larger and more professional games will have a smaller download size, and then once you boot up the game, it downloads the latest patch, or at least the bare minimum of files it needs. Some of Nintendo's mobile games do this and can be over 1GB in size when done.
For optimization, try reformatting your graphics assets and animations to a compressed size before bringing them into Fusion. Same for audio files, have them already compressed into an Android friendly quality for playback. Can you get away with a lower resolution? Can you reuse some assets throughout the game? Are there Android SDK specific things you can do for file size and speed optimizations?
Hope that helps some.
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The .apk size limit to publish on playstore is 150 Mb, I am sorry to be the one to tell you , I was extremely nervous I found that out when I tried to publish my game, same size limitation applies for android bundle ...
I know about the size limitation on the Play Store, I won't publish my game there, I'm distributing my apk through pledges to my patrons, so that won't apply to me.
The game client that users initially download and install can have a smaller file size requirement. The larger and more professional games will have a smaller download size, and then once you boot up the game, it downloads the latest patch, or at least the bare minimum of files it needs. Some of Nintendo's mobile games do this and can be over 1GB in size when done.
It isn't though, the game is really a monster, there's 2D cartoon animations with thousands of frames and voice acting.
For optimization, try reformatting your graphics assets and animations to a compressed size before bringing them into Fusion. Same for audio files, have them already compressed into an Android friendly quality for playback. Can you get away with a lower resolution? Can you reuse some assets throughout the game? Are there Android SDK specific things you can do for file size and speed optimizations?
Hope that helps some.
I appreciate the response, still, I'm not looking for optimization tips. I just wanna know if the "Out of Memory" issue is a limitation on Clickteam Fusion 2.5+ for Android builds.
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The .apk size limit to publish on playstore is 150 Mb, I am sorry to be the one to tell you , I was extremely nervous I found that out when I tried to publish my game, same size limitation applies for android bundle ...
I know about the size limitation on the Play Store, I won't publish my game there, I'm distributing my apk through pledges to my patrons, so that won't apply to me.
that size sounds like its insanely un-optimized
It isn't though, the game is really a monster, there's 2D cartoon animations with thousands of frames and voice acting.
The game client that users initially download and install can have a smaller file size requirement. The larger and more professional games will have a smaller download size, and then once you boot up the game, it downloads the latest patch, or at least the bare minimum of files it needs. Some of Nintendo's mobile games do this and can be over 1GB in size when done.
For optimization, try reformatting your graphics assets and animations to a compressed size before bringing them into Fusion. Same for audio files, have them already compressed into an Android friendly quality for playback. Can you get away with a lower resolution? Can you reuse some assets throughout the game? Are there Android SDK specific things you can do for file size and speed optimizations?
Hope that helps some.
I appreciate the response, still, I'm not looking for optimization tips. I just wanna know if the "Out of Memory" issue is a limitation on Clickteam Fusion 2.5+ for Android builds.
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you need to post a logact from this device to understand better
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you need to post a logact from this device to understand better
How do I do that?
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please check this
Please login to see this link.
or
Please login to see this link.
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please check this
Please login to see this link.
or
Please login to see this link.
The thing is, how am I supposed to do that if the app doesn't build at all? The 'Out of Memory' error appears on Clickteam Fusion when building the app.
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can you provide me with the err$.txt that is showed during building
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can you provide me with the err$.txt that is showed during building
Where is it located? nothing is showed but this.Please login to see this attachment.
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