Hi everyone, I'm asking this because well, I'm kind of amazed. I've been making graphics for 3500+ hours now (actually longer, but this is just for 1 2D top down RPG style, basically as much as I could think of) and for the past week I've been importing and importing, and then even more importing and importing. There's quite a lot of assets in my project, and I've decided to make a full character creation menu, just to test my coding skills as a starter. It.... works great, I'm kind of amazed. Yet for the character alone, there's quite A LOT of sprites in the project. To give an idea, there are sprites for each of the following: 4 skin colors, 2 eye types, 4 facial hair types, 10 head hair types, 19 shirts, 14 pants, 9 shoes, 9 hats…. And all of that times 2 because I made it 2 genders. Oh and all of that times 20 because that's how many "actions" (or animations) the character can have. It 's not skeletal animated, it's all done with pixel art in sprite sheets, carefully placing for example a shirt at the exact position for EACH player animation type. Carefully drawing each frame so it looks good animated. You can imagine the possibilities. Also: tons of actual exterior world tilesets, some of them 1024x1024 in size (still some empty squares spaces, but for a 16x16 based tile sprite game...). Not even to mention the enemies, items, buildings,.... The amount of files is way over my head, but i loved every second of it while drawing it all. It took a lot out of me. Soooooo... Making a backup of the GM project, including a ton of these files already, actually takes around 8 minutes, even though the total size is about 30 mb max. It has to copy literally thousands of small files to my external harddrive for a backup. (A single file character animation tilesheet is split up in separate sprites in the engine, not in the file itself; so in GM 1 large file can become like 20 or 40 easily). I got a bit worried that I was "doing it wrong", because of the amount of files and the time for backing it all up. Yet, when I export the project as an executable… It installs immediately, and the map in which the "game" is installed only contains a few files. When running it, it runs great, no lag or slowdown. I'm just baffled. I'm really new to programming, not at all new to drawing as I've been doing that for quite a while now, but still So out of curiosity: how does GM does this? Does it compile and export all those sprites (remember: thousands) into something much more compact? Does it put everything into that single "optimized" .exe? Just a "kind of" detailed explanation is enough, I don't need a full college level lecture, but I'd still like to know the basics of how it's done. I really want to know because in the long run, if i ever actually finish making a game, exporting and compiling is something I'd like to think about, but if GM handles it so smoothly… Yeah I might not have to worry Sorry for the long post, I'm just really curious as to how the engine handles a very large amounts of small files when exporting it into an executable. I was almost sure there would be problems. Yet: buttersmooth, 60 fps no sweat. Installing? Few seconds. What?