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Question by 12dollar · Feb 24, 2015 at 01:19 PM · sprite sheets

sprite sheet size for mobile games

hi guys,

I'm currently starting a new mobile project and have a few concerns. Using TexturePacker and RGBA4444 compression my main characters sprite sheet (2048x2048) has already a size of 11MB.

I've still the whole tile sheets, backgrounds, enemies sprite sheets et cetera to import. Just roughly calculating brings up a minimum game size of 80MB.

As I've heard Apple & Google store have an appsize limit. How the heck are other game developers publishing more graphic intense games? What could I do to reduce my game size dramatically?

thanks in advance

best wishes, 12$

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avatar image HappyLDE · Feb 24, 2015 at 01:29 PM 0
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You mean the compressed spritesheet image is that size? :s

avatar image 12dollar · Feb 24, 2015 at 02:16 PM 0
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Yeah.... sad but true

avatar image _dns_ · Feb 24, 2015 at 02:55 PM 0
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Hi, a 2048x2048 texture in 16bits (RGB4444) has a size of 2048*2048*2 bytes = 8megabytes, not 11. This may be due to mipmaps and you may not need them ? (unless you use trilinear filtering on sprites). One option could be to pack your texture in 256 colors + lookup table (something like the gif format and some old texture formats used long time ago :-). Then, at loading time, you can convert it to other format that the graphic card will understand better (RGB4444 or other) and assign it to the sprite materials. It may reduce the quality & increase loading time though, and I never tried this so... just my 2 cents, 12$ :-)

avatar image 12dollar · Feb 24, 2015 at 03:16 PM 1
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hi dns thanks for the response. yeah true it's 8$$anonymous$$B in size (explorer) but shows 11$$anonymous$$B in Unity. may really be due to $$anonymous$$imaps (not sure though).

your alternative sounds like a try but to be honest I'm not really sure how to do that :) since I paid for TexturePacker I'd love to use it to fix the $$anonymous$$B size (I already scaled my single png files the sprite sheet is made of to 0.4 of the original size).

avatar image Louis-N-D · Feb 24, 2015 at 03:28 PM 2
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For the size of the textures, you can only make them smaller. $$anonymous$$aking the individual sprites only as big as you really need them will help, of course. Texture Packer can make this pretty easy. Using PVRTC or similar compression for things like background assets or anything without large flat areas of colour could help a lot too.

As for size constraints. You can go about as big as you want, at least up to a couple gigs is what I've seen on the Asset Store. Thing is both have a max size for cellular download. Apple recently increased their's (can't remember the new max) but many games get around this by essentially having you download the game without assets and then hitting you with a loading bar as soon as you start it up. When you see this, the game is actually storing the game assets on another server and downloading them separately from the app proper. This way the app you download from the store is under the cellular download limit even thought the assets could be several hundred $$anonymous$$egs

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