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  My game is almost half a Gigabyte in size  (Read 2249 times)
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Offline jh62

Senior Newbie





« Reply #30 - Posted 2013-06-18 04:47:54 »

Generally you would use WAV files for short sounds (Special FX) and Mp3 or other compressed format for music and large sounds.
I've heard that, but I always wonder, why? Is it loading times? I have several theories on this, but I want to know other people's opinions on this, as I am wondering if I am doing something genuinely 'wrong.'

For size purpouses seems the best option.

Wav are default. You don't need extra libraries to use them, so they are easy to access and control.

Mp3 size are very small, but you need to go a little further to use them.

Just an advice that was very useful to me: "wathever works". If it works and it has good performance, go with it.
Offline HeroesGraveDev

JGO Kernel


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« Reply #31 - Posted 2013-06-18 06:11:08 »

"Whatever works" is the main cause of Epic Failure

Offline Damocles
« Reply #32 - Posted 2013-06-18 10:13:23 »

From what I see from the games screenshots and gametype,
you should target to have it smaller than 30MB.

next to using ogg for sound, also
optimize your PNGs

Use a function to create large tiled layers from a smaller PNG
instead of saving large background pictures. etc

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Offline joen

Senior Newbie


Projects: 1



« Reply #33 - Posted 2013-06-18 17:27:58 »

Ardor3D has some nice math functions that can be used to generate textures on the fly, notably simplex noise, and brick/grid patterns.

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