We’ve been developing our app for a while. In broad brush strokes, this is an app with 13 (!) scenes, within which we have different game chapters. We’re using Spritemanager 2, as this is a ‘2D game’.
For each chapter, there’s a fair bit of ‘unique’ art. We’re trying to reuse as much as possible though!
However, after completing the first 2 scenes (that have some audio files as well mind you – in total less than 1mb per scene – we took a look at the current APP size then put an estimate together for the final App size once all 13 scenes are done… and AFTER ByteCode stripping, we get a WHOPPING estimate of uncompressed 165MB!!! ZOMG I can’t breathe. Help!
Will apple reject us? Will anyone bother downloading??? /cry
Also, what I don’t understand is that i thought there was a 20MB limit on downloading an app direct from your iphone, otherwise you have to download from itunes. I downloaded the Assasins Creed freebie and its 63MB straight from my phone. What’s with that?
I just did a search for app sizes, and people say they can range from a few k to over a gig for some things. So I guess it depends really, if you’re making the most of every megabyte then I wouldn’t worry I suppose. But then I’ve never made anything for the iphone and never intend to, so I’ve probably no business replying in this thread.
I have never been bothered with the file size of an app on purchase. Your average user wont be put off by the lack of OTA purchase and just download the larger apps when its more convenient to do so.
We just saved file size by using planes with only 4 triangels, not the ones with 200 triangels which are the standard unity planes…but I guess you already know that…