GMS 2.3+ tip to create a game that a minimum of weight mb

TsukaYuriko

☄️
Forum Staff
Moderator
Do not add any resources or code... that will ensure minimum file size. ;)

This kinda depends on the game... but the vast majority of file size will likely come from audio, so using compressed audio formats for background music goes a long way to keep the file size down. So does reducing the quality of said audio.
 

kburkhart84

Firehammer Games
1. Smaller graphics, and less of them. That means doing things tile-based instead of having whole-screen sized backgrounds, and re-using tiles flipped and rotated, things like that. It also could easily mean doing recolors of sprites for enemies, either using palette swapping shaders, or just using grayscale blending using image_blend.

2. Smaller audio...this also means using less audio, and shorter audio, and compressing said audio to lower quality values(especially for music, sound effects typically don't help to compress much unless you just have lots of them which is counter-productive to the topic at hand). Like sprite recoloring, you can also at run-time do variation of sound pitch and volume, randomly if you choose, to help get some variety out of a single sound effect.

Any thing else, like objects, code, room amounts....those take up very little actual space for the most part, and generally aren't worth trying to optimize. The only exception would be if you are using code to store data, like if you stored 3d model vertices in code or something, making extremely long code files.
 

AlanTalan

Member
Do not add any resources or code... that will ensure minimum file size. ;)

This kinda depends on the game... but the vast majority of file size will likely come from audio, so using compressed audio formats for background music goes a long way to keep the file size down. So does reducing the quality of said audio.
XD stunt, thanks I'll take it into account
 

AlanTalan

Member
1. Smaller graphics, and less of them. That means doing things tile-based instead of having whole-screen sized backgrounds, and re-using tiles flipped and rotated, things like that. It also could easily mean doing recolors of sprites for enemies, either using palette swapping shaders, or just using grayscale blending using image_blend.

2. Smaller audio...this also means using less audio, and shorter audio, and compressing said audio to lower quality values(especially for music, sound effects typically don't help to compress much unless you just have lots of them which is counter-productive to the topic at hand). Like sprite recoloring, you can also at run-time do variation of sound pitch and volume, randomly if you choose, to help get some variety out of a single sound effect.

Any thing else, like objects, code, room amounts....those take up very little actual space for the most part, and generally aren't worth trying to optimize. The only exception would be if you are using code to store data, like if you stored 3d model vertices in code or something, making extremely long code files.
Thanks a lot :banana:
 
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