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Resolution and app file size

Ferret3D

New member
Joined
Aug 13, 2017
Messages
88
I never developed for Android.

What virtual resolution should i use?
What is a reasonable file size for the final app?
What is a reasonable file size for images?

Anything else i should know?
 
I think i can keep it under 5 Mb.
The puzzles are all < 400 Kb, total is 2.80 Mb.
A Puzzle is a 800x600 72ppi jpg image.
 
It all depends. Which devices do you target, how your artwork is created and so on. And the app size... that depends mostly on the resources too. The code alone and the executable are pretty small. Why do you want it to be under 5 MB?
 
I use a virtual resolution of 960x640 ( landscape ) for all my games. But as MikeHart says, it depends on which device you target. And how much space you need. I think your first goal should be to finish your game. In my opinion it is unimportant if your game is 1mb / 2mb or 5 mb.
 
I think, what you wanted are some guidelines or experiences on this, right?
For resolution I chose half of fullHD (960x540), because first I wanted to make my game for fullHD desktop and I ran into some trouble with the grafics memory on android when I went fullHD with some layers, wich seemed to crash in my case at about 5mb. Second the ratio of fullHD is quite a good compromise for different screens, and third there was, if I remember correctly, a limit for the image size of 1024px on some old devices, so I kept my files smaller.

The size of your app package is limited to 80mb on google play, I think and you can exceed this with an extention, so app filesize seems no matter to me at that moment.

This is, what I can remember at the moment from about a year ago, so please correct me, if I am wrong ;-)
 
Exactly what i wanted to know.

I want to keep the app size low because of disk space and download time/costs.
 
That's one of those things I always loved about Monkey/Cerberus. In Unity for an empty(!) project you already have a whooping 9MB binary. In Cerberus it's around 100kb.
 
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