Re: Graphics

2005-05-26 Thread Karl Becker


On May 26, 2005, at 1:26 AM, Richard Gaskin wrote:


Shari wrote:


Geez!  And I thought my game was bloated!



Whenever I start to feel bad about bloat-creep I just do a Get Info  
on any Apple app.


The theory with shared frameworks is that by putting the 80% of an  
application that's generic into a common shared library, an app can  
be made more efficient.


So what does this mean in real-world terms?

In OS 9 the Calculator app was 8k.
In OS X it's 3MB.

In OS 9 the DVD Player was 468k.
In OS X it's 13.8MB

In OS 9 iTunes was 3.9MB
In OS X it's 29.8MB


I know it's in fun, but do take a look at removing the extra  
languages if you haven't already.  I'm guessing that will trim the  
file size down some.
The language files exist for almost every language Apple supports -  
it makes it easier for them to distribute one app that supports every  
language than having a bunch of distributions and keeping track of  
them all.


The price we pay for easier management by Apple is more space taken  
up on our disks.. though there are programs that eliminate extra  
languages automatically.


Shari, I wouldn't worry too much about your file size - I personally  
think it's just fine, and probably smaller than many (like the game  
we mentioned).


Cheers,
Karl
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Re: Graphics

2005-05-26 Thread Shari
The price we pay for easier management by Apple is more space taken 
up on our disks.. though there are programs that eliminate extra 
languages automatically.


Shari, I wouldn't worry too much about your file size - I personally 
think it's just fine, and probably smaller than many (like the game 
we mentioned).


Cheers,
Karl


So the bigger our hard drives get, the bigger the programs get to fill them...

I had noticed that programs seemed to come with a lot of extraneous 
languages, but I hadn't dug much into the why's and wherefore's.  On 
systems before OSX, I'd be deleting unnecessaries in a heartbeat, but 
I'm not as comfortable with the guts of OSX and tend to be cautious 
about deleting anything.


First thing I used to do with a new OS is go into the Control Panels 
and Extensions and delete anything I wouldn't use.  OSX has all these 
different places where things are, and I don't know what they all 
mean.

So I leave them be.

Shari
--
Mac and Windows shareware games
http://www.gypsyware.com
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Re: Graphics

2005-05-25 Thread Klaus Major

Hi Scott,


Recently, Shari  wrote:

Has anyone here every played iPoker?
I love the way they handle the player's chips and have been pondering
how to do it in Metacard.  If each chip were an object, you'd have a
helluva lot of objects.
I'm not familiar enough with other ways of handling graphics to do it
without objects.

What is so unique about the chips?  If they're separate then yes,  
you would
use a separate object for each chip.  If your question is how to  
manage them

efficiently, you could create your chips as buttons and set their icon
properties to the appropriate source chip image stored in your  
stack.  This
way you can have a thousand chips (buttons) with virtually no  
additional

overhead since all the chips are only pointers original chip art.


Try to tell THAT the casino boss :-D


Regards,

Scott Rossi
Creative Director
Tactile Media, Multimedia  Design
-
E: [EMAIL PROTECTED]
W: http://www.tactilemedia.com


Best

Klaus Major
[EMAIL PROTECTED]
http://www.major-k.de

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Re: Graphics

2005-05-25 Thread Shari

What is so unique about the chips?  If they're separate then yes, you would
use a separate object for each chip.  If your question is how to manage them
efficiently, you could create your chips as buttons and set their icon
properties to the appropriate source chip image stored in your stack.  This
way you can have a thousand chips (buttons) with virtually no additional
overhead since all the chips are only pointers original chip art.

Regards,

Scott Rossi


Scott,

That's actually what I normally do for graphics, I'm good at that. 
But to have thousands of additional btn objects would surely create 
significant overhead?  Anything more than a few K is bad.


It's crucial to keep it from getting any bigger, because people will 
download the smaller competitors first.  And only if they are unhappy 
will they finally download mine.  Most C-based games of this type are 
less than 1 MB stuffed.


I did a bit of research not long ago at various download sites. 
Comparing my download rates with some of the competition.  Even 
though my game had better screenshots, a better description, equal or 
better options, and an equal rating, it got less downloads.  The only 
explanation was size.


I tried my darndest to get the whole kaboodle to be less than 1 MB 
stuffed, but even with compressing all the graphics and whittling 
away at various things, it's 3.5 MB stuffed.


I had hoped for a solution that didn't involve thousands of 
additional objects :-(


Shari
--
Mac and Windows shareware games
http://www.gypsyware.com
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