ozdy Posted March 11, 2014 Share Posted March 11, 2014 Hi guys, I am planning on making a nice jump and run game with different levels and bosses, etc. I would like to have it ported to Flash/HTML5/Mobile, and not surprisingly my bottleneck will be HTML5 - both in terms of size and computational power. Hence, I would like to push the HTML5 boundaries as much as possible while still making it suitable for HTML5 sponsorship. Do you guys think 10MB is too much? Quote Link to comment Share on other sites More sharing options...
NokFrt Posted March 11, 2014 Share Posted March 11, 2014 I don't know what is or what isn't much for HTML5 sponsors. But from my point of view 10 MB is ok if you don't load everything at the beginning of your game. Quote Link to comment Share on other sites More sharing options...
fatalfluff Posted March 11, 2014 Share Posted March 11, 2014 The sponsors I dealt with typically aim for 3mb max. (including everything), because they want to serve to EDGE customers, too. Quote Link to comment Share on other sites More sharing options...
mentuat Posted March 11, 2014 Share Posted March 11, 2014 I'd be nervous of straying too far over 4MB for the mobile web market I'm sure you have it mind already, but using a tool like https://tinypng.com/ should help immensely if you are using multiple/large png tilesheets Maybe produce your HTML5 version at a lower resolution than the others to reduce image filesize overhead. You could also only use in-game music on the menu screens (thus getting away with a shorter loop) and rely on spot and ambient sound effects in game Quote Link to comment Share on other sites More sharing options...
ozdy Posted March 11, 2014 Author Share Posted March 11, 2014 Thanks for the replies guys, I'd definitely need to make sacrifices in the audio department... Quote Link to comment Share on other sites More sharing options...
alex_h Posted March 11, 2014 Share Posted March 11, 2014 I've also got a similar platform game with levels on the go, and my intention is to load assets for each level either on demand or in the background whilst the previous level is being played. Or both! I definitely want to keep it to around 3MB up front download, I do think sponsors will complain otherwise. Quote Link to comment Share on other sites More sharing options...
Antriel Posted March 11, 2014 Share Posted March 11, 2014 You can also download background music only after game is loaded and running. Quote Link to comment Share on other sites More sharing options...
prtksxna Posted March 11, 2014 Share Posted March 11, 2014 Breaking up request calls might be very bad for battery. A lot of battery is spent every time a new request has to be sent and the radio is turned on. Do you think there is a way you could "keepalive" the same connection and use it to load all you assets? Quote Link to comment Share on other sites More sharing options...
Antriel Posted March 11, 2014 Share Posted March 11, 2014 I don't think this is true. Firstly why would a 'call' be bad for battery? Actual transition sure, but that's also negligible to what CPU/GPU and display is eating up. Secondly, you can't "keepalive" the same connection if you are loading stuff through http, that's just not how it works, http sends request for each and every item. Also even if you kept connection alive, you still need to do some kind of request, all you would save is TCP handshake which is iirc 1 small packet sent, 2 received - negligible. Quote Link to comment Share on other sites More sharing options...
alex_h Posted March 12, 2014 Share Posted March 12, 2014 You can also download background music only after game is loaded and running. Yeah, I'm also planning to do this for some longer web audio sounds that only occur later in the game. My only slight worry is that decoding them might take enough CPU to interfere with my games frame rate noticeably, but hopefully this won't be the case. Quote Link to comment Share on other sites More sharing options...
prtksxna Posted March 13, 2014 Share Posted March 13, 2014 I don't think this is true. Firstly why would a 'call' be bad for battery? Actual transition sure, but that's also negligible to what CPU/GPU and display is eating up. Secondly, you can't "keepalive" the same connection if you are loading stuff through http, that's just not how it works, http sends request for each and every item. Also even if you kept connection alive, you still need to do some kind of request, all you would save is TCP handshake which is iirc 1 small packet sent, 2 received - negligible. I was recently reading a book High Performance Browser Networking and in Chapter 8. Optimizing for Mobile Networks is says that its a good idea. Is the resource wrong or did I understand it incorrectly? Could you please point me to a better resource maybe? Thanks Quote Link to comment Share on other sites More sharing options...
Antriel Posted March 13, 2014 Share Posted March 13, 2014 It does affect speed of course. You need to send request and wait for response. But it has very little to do with battery. Quote Link to comment Share on other sites More sharing options...
prtksxna Posted March 13, 2014 Share Posted March 13, 2014 It does according to the book. Quote Link to comment Share on other sites More sharing options...
Antriel Posted March 13, 2014 Share Posted March 13, 2014 I skimmed through it and yes, what's there makes sense. But it talks about websites, games are different. By sending a request you activate the radio for some period of time, which doesn't really matter if you are already using it and loading other stuff. With websites, sure, if you weren't using the radio, this extra request could drain battery a bit. This is still not much compared to what CPU/GPU and display takes thought (or at least I believe so, I'm no expert).Also these days most people have countless stuff on background loading things anyway. Quote Link to comment Share on other sites More sharing options...
Latimed Posted March 15, 2014 Share Posted March 15, 2014 10mb is too much for an HTML5 game, sponsors like the games to be between 3 and 4 mb at max.I think you have to sacrifice some music because it is the most ' expensive '. Quote Link to comment Share on other sites More sharing options...
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