I’m finishing up my first iPhone game, works great in webplayer, and will run on iPad fine (just implementing touch code, tough for a non-coder like me, but gettin there!)
Problem I’m having is, although my Assets folder is a total of 9.6MB, the final build size of this project is 55MB! Eeek!
I’ve looked around a bit, and it seems the one good answer is only available to Pro users (byte striping). There must be something silly I’m missing though…how could 9.6MB possibly compile to over 50MB? The webplayer is nice and small, 5MB or so…not sure what to do here.
Pointers on things I ought to check and methods I can use to reduce the file size, I could really use!
A webplayer contains the data (LZMA compressed) only; the engine is in the plug-in. In the case of standalones, the file contains the entire engine + data (uncompressed). In the case of standalones that are universal binaries, the entire engine is included twice, like with Mac Intel + PPC builds, or iPhone ARM6 + ARM7 builds.
Yep, I figured soemthing like this, and had read that the usual size for the engine bits alone was around 12MB or so?
However, what can I do to shrink things? lol. I’ve pulled the entire asset folder down from 50mb originally to 9.6, there really isn’t anything else I can think of shrinking…
appstore size is pe code uncompressed (thats the file with the same name as the build, no file extension, 14mb / 33mb in size ± normally) + compressed rest + a small bit for DRM
if you want to reduce the size, ensure that you tell the active target settings in xcode to only build the active architecture and build it for armv6 only.
if you have decided to go armv6 + armv7 with U3, then you will just have to take it cause the engine part on its own is 33mb then