What is a reasonable size for a swf application and can you offer any tips on keeping the file size from getting too big? Can I use a swf compression tool on a file compiled with MMF2?
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What is a reasonable size for a swf application and can you offer any tips on keeping the file size from getting too big? Can I use a swf compression tool on a file compiled with MMF2?
In this day and age of high-speed internet, I'd say anything under 500KB is quick. But you get a nifty loading-progressbar if you're bigger than that (which is really easy to do, especially if you're making a game with lots of graphics, sounds and code).
An empty MMF SWF with absolutely nothing in it is 288KB, so that's what you're working with as a base.
As for a compression tool, that's actually a really good question. I don't see why not, but the only way to know for sure it to try it. =)
FlashGameLicense's guidelines say to keep SWFs below 10MB, and I'd definitely say the same - 2-3MB is more normal. I think my largest is the conversion of Treasure Tower at about 7MB, and the majority of that is the music.
Anything more than 7mb's really turns players off and makes them navigate away from the page as they get bored.
If you do have a big game though i'd recommend building a little mini game in to the pre-loader. Keeps players happy :)
I use flash decompiler trilix to optimize images and sound for most flash games if they look like there in need of a prune, I was a bit curious whether or not I could try and trim some of the fat from a clickteam generated file. here are the results
skin and bones chapter 1
original = 5125kb
optimized = 4402kb
Fresh Burger
original = 14251kb
optimized = 14251kb (looks encrypted)
Sometimes I'll get the odd comment on a game 'takes forever to load' and that's on a 4-5mb game so I try and not add anything over 7-8mb unless it's really really good.
How exactly do you make a minigame as a preloader? Using the application preloader on mmf dev, you can't really do anything game-like.
My games are usually (luckily) just bellow the 10mb threshold, but with the new flash mp3 player object, you can save a lot of space :)
I am on a fast connection, so the 17sec mochi preloader always get the entire game anyway, but i should probably be concerned about users on a slower connection.
You'd just use normal code, same as any other game, you'd just load the mfa as a preloader in MMF2 Dev.
How you'd make it so the user doesn't get cut off during the middle of their game would be a different matter, though, and I'm not sure how to do that. If anyone knows, please let me know :P
Here's an interesting take on the optimal filesize:
"Make a game that’s 10 megabytes… Alright, you don’t actually need to make a large game, but you need to make it look like it is. Make the game take 10-30 seconds to load regardless of whether your game is 10 Megabytes or 10 Kilobytes. Forcing a load gives the player a chance to observe the ad and click on it. Fast computer can load games that are under 2 megabytes before the CPMStar ad even displays, this is of course, would be otherwise lost revenue for you. Players will have no way of knowing the game isn’t actually loading so it won’t make any difference to them as long as you don’t go overboard."
(Personally I think this guy is a real Flash rat and I'm not advocating this approach, I just find it realistic.)
That is really harsh and not at all gamer-friendly way to look at this topic. :D
I mean, the goal for each game maker would need to be to create something that has high replay value, addictive game play that encourages replay again and again. And then implement ads with suitable frequency to increase the number of ad impressions and revenue while not irritating the user too much. To make "fake" >10 Mb games just to show ads for longer time is something that would seriously harm the whole flash game industry if everyone would do it.
I wonder if this has been going on already? This is indeed harsh MJK.
Marv