sandy234 Posted February 22, 2020 Share Posted February 22, 2020 3mb seems to be too low. How do you keep the final game size below 3mb. Do you guys include sounds?? Quote Link to comment Share on other sites More sharing options...
b10b Posted February 22, 2020 Share Posted February 22, 2020 (edited) Not so long ago games needed to fit on a floppy disk ...so 3MB is a luxury imo To keep things small consider these easy wins. Javascript minification and dead-code removal. Lower bitrates for audio (combined with shorter duration and more imaginative looping). Pngquanting (8bit) bitmaps whenever possible. Keep every asset pristine, making every byte count. Example: https://b10b.com/grandprixhero/ (2.9MB total) And 3MB is by no means a hard-edged requirement, it's a recommendation based on FB's observations of their audience. If you can achieve it then the game may get more exposure and higher retention, but heavier games can still be viable too. What's most important for FB IG is virality and social connection. Edited February 23, 2020 by b10b Added example plicatibu 1 Quote Link to comment Share on other sites More sharing options...
sandy234 Posted February 23, 2020 Author Share Posted February 23, 2020 Thanks SO will my game get accepted if its more than 3mb. Quote Link to comment Share on other sites More sharing options...
plicatibu Posted February 23, 2020 Share Posted February 23, 2020 You can load assets when they were needed. For instance, if some images are used just on level 3 of your game you don't need to load them at the beginning of the game. It will help your game to start sooner. Quote Link to comment Share on other sites More sharing options...
b10b Posted February 24, 2020 Share Posted February 24, 2020 On 2/22/2020 at 9:25 PM, sandy234 said: SO will my game get accepted if its more than 3mb. There are many other more critical criteria before approval, some of which might feel obscure. But yes, >3MB is not a specific issue. 10MB is probably a sensible cut off for developed nation audiences? Whereas for "Instant Games Lite" you'd need to aim for <1MB. That's a technical challenge and will likely need to adopt some postloader techniques like @plicatibu mentions. https://developers.facebook.com/docs/games/instant-games/guides/lightweight You should evaluate as to whether the "Lite" pros outweigh the cons for your particular game design and intended audience. Quote Link to comment Share on other sites More sharing options...
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