question about Andriod, moho 12, Unity 2d and inkscape

Discussion in 'Indie Basics' started by avinsinanan, Jan 3, 2017.

  1. avinsinanan

    avinsinanan
    Expand Collapse
    New Member

    Joined:
    May 23, 2016
    Messages:
    5
    Likes Received:
    0
    Hi Good day,

    I am currently developing an Andriod Game for Google Play and I need some advice from anyone who has any experience doing it. Please allow me to describe what I am doing and then I'll state my problem [​IMG]

    Description:

    I am using the following programs: Moho 12, Unity 2D, Inkscape

    Procedure:

    1. I do the art in Inkscape (character parts, backgrounds)
    2. Import the animation Moho 12 and perform the animation.

    Here is where my problem is. Google play only allows games to be 50MB in size so which means my animation size cannot be too large otherwise i will exceed the 50MB.
    So what is the best thing to do?

    1. Should I reduce the art size (in terms of KB) when I am using inkscape (i.e. export at low quality) and then use MOHO 12? or
    2. Export the art from inkscape at HIGH quality , then use MOHO 12 and do the animation THEN export the animation from MOHO at low quality?

    Also when I am exporting from MOHO 12 what format should I export with so UNITY2d will accept it? Any advice on whats the best export format thats compatible with Unity2D?

    As you can see I am very new to this. I read a lot of articles online but the information is so scattered. Please advise or send a link to read please.

    Thanks in advance.
     
  2. idurvesh

    idurvesh
    Expand Collapse
    New Member

    Joined:
    Mar 26, 2016
    Messages:
    113
    Likes Received:
    19
    I believe , google play allow upto 100 mb
     
  3. kevintrepanier

    kevintrepanier
    Expand Collapse
    Original Member Indie Author

    Joined:
    Feb 14, 2006
    Messages:
    316
    Likes Received:
    41
    Ideally you need to export from inkscape without any compression. Do the optimization at the very last step or you'll end up with compression over compression. This won't save you any weight and it will destroy the overall quality of the final graphics.

    In most cases sounds and music are what takes the most space, not graphics. Make sure you work with the highest quality possible even with final export. Maybe Unity will do another pass at compressing graphics so it may all be for nothing anyway. Be sure to check out how it works (I never worked with Unity personally).
     
  4. idurvesh

    idurvesh
    Expand Collapse
    New Member

    Joined:
    Mar 26, 2016
    Messages:
    113
    Likes Received:
    19
    I partially agree with you yet if you do not atlass textures or keep right format for textures then textures can take as much as memory assoundn.

    Couple of days back I reduced my apk size from 151 to 57MB ,though it do not contain any sound yet textures were taking almost all of memory.

    The takeaway was,
    >Have POT (power of two textures) and make it ETC1 format
    >If you can not have POT then have division by 4 texture and make it format as ETC2 8 bit
    >Make atlas out of models (Mesh baker is really good asset for same)
    >And finally check this, https://docs.unity3d.com/Manual/ReducingFilesize.html
     
    kevintrepanier likes this.

Share This Page