Graphics
Karl Becker
karl at karlbecker.com
Thu May 26 00:40:00 EDT 2005
> It's crucial to keep it from getting any bigger, because people
> will download the smaller competitors first. And only if they are
> unhappy will they finally download mine. Most C-based games of
> this type are less than 1 MB stuffed.
Many shareware games are bigger than 1 MB stuffed nowadays, though,
especially if it's something that's costing a decent amount of money.
> I did a bit of research not long ago at various download sites.
> Comparing my download rates with some of the competition. Even
> though my game had better screenshots, a better description, equal
> or better options, and an equal rating, it got less downloads. The
> only explanation was size.
That's ignoring play, word of mouth, advertising, etc. A company
like Freeverse will have a lot more pull from the get-go because
people know them and are at their website for other reasons/games
already. With a smaller number of games offered (and a smaller
advertising budget), the playing field is not quite level.
> I tried my darndest to get the whole kaboodle to be less than 1 MB
> stuffed, but even with compressing all the graphics and whittling
> away at various things, it's 3.5 MB stuffed.
It's really impossible to get it smaller than 1MB. My KTA Tennis app
zipped with Mac OS X 10.4 only shrinks to 1.1MB ... and that's not
including most of the artwork / sound assets.
> I had hoped for a solution that didn't involve thousands of
> additional objects :-(
I would like to know if this speeds up game execution a lot, so let
us know if you try to implement it.
Also, can animated gifs be used as icons on buttons, or just static
images?
Cheers,
Karl
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