Ok guys i need your help. My game yoyo boy is just way too big.
https://itunes.apple.com/us/app/yoyo...6717?ls=1&mt=8
it is 108 mb. what can i do to lower that? cut out the music? i need to lower it way below 50 mb.



Ok guys i need your help. My game yoyo boy is just way too big.
https://itunes.apple.com/us/app/yoyo...6717?ls=1&mt=8
it is 108 mb. what can i do to lower that? cut out the music? i need to lower it way below 50 mb.









It's kinda difficult to tell what might be making the game big by just seeing some screenshots. But yes, a first thing to look at is sound. Are you using wav files? Because those takes up alot of space (10MB per minute). Use mp3 instead. Another thing is large images. Does your game have many large backgrounds, or actives?













That game should be under 20mbs from looking at the shots.
Compress large images. Just highlight them and click the iphone icon in the properties menu, then select the "reduced color" option.
What is taking most of the space is likely your sounds though. In MMF select the "data elements" option and you can view the size of all the external files being included. Either remove the largest files or compress them/lower their quality.
Some extensions can be large too. I doubt that's the problem though.





You can try experimenting with your images and seeing if having then in different formats gives you the size vs quality ratio that you are going for.
Sometimes, if the compile process compresses your images, then having large compressed images in png or jpg format won't help. I will sometimes use bmp images and let the runtime compress things. Other times, I will use gif for anything that has less than 256 colors, because I can set the gif to only use 256, 128, 64, 16, or 8 max colors before saving and wind up with a really tiny file size compared to its jpg or png equivalent (I can also setup premade animations to run as gif to save on file size). Try changing the formats for your source art and see what files sizes you get.
Are you able to break down your images or backgrounds into smaller images, or tiles? That might save some space too.
You can try reediting the music files to be in mp3 but, in different frequencies and quality (that is allowed for iOS). Will it sound just as good in 22kHz stereo at 96kbits/sec as it would at 44kHz stereo at 256kbits/sec? Audacity is great for this, and you will need the lame encoder dll for Windows.
If you are trying to play ogg music you will get wav when exported, or something like that, much bigger files.



My music files are ogg forbis. Alot of them tho seem high in kb
screenie.jpg
Also png made my game too slow so they are all gifs.
when i try to tile a background image it has too many objects and plays waayyyy too slow. could it just be my ipod though? i have an 8 g
i always thought ogg was better then mp3 which is?
it might be my sounds because there are alot.





The reason your game is that big in size is because you are using OGG.
iPhone does not support OGG, so when you build your project they are converted to WAV,
which will make the files way larger.
Use Mp3 for music and Wav for SFX :-)



Yes, OGG files will be converted into WAV by MMF, so a really big size.
Use MP3 files for your background music, it will stay intact and small. Use WAV for the sound effects.



Smacks head)
I cannot believe it! im in shock. thank you !