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Xio



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30th August, 2008 at 01:00:12 -

as you can clearly see if you go to my game its 38mb and ive changed all my mp3 files to ogg and i even move some things to another frame so its not a long one but it only went down 16mb so its 22mb but i think that is still too high and im wondering if there is another way to lower mb

 
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8-bit music though

AndyUK

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30th August, 2008 at 01:10:49 -

There are loads of ways but you really need to know what it is that makes your game so big in the first place.

First of all Just Switching from Mp3 to Ogg wont make much of a difference if the bit rates are the same.
Is the music stereo? Making it Monaural actually halves the size. Lowering the bit rate also affects file size.

From what i can see. The graphics don't use all that many colours. Are you using 64million colour mode? can you lower it to 32k or 256 without a loss in detail?

do you have events, objects or animations that you don't use? they take up more space than you might think.

Are any frames bigger than they need to be?

 
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Xio



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30th August, 2008 at 03:01:12 -

my bad it was actually at 25mb now its at 23mb :\ i think the highest it will be is at least 28mb because i need 1 more level

 
Squigy my blob

maker of music
8-bit music though

DaVince

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30th August, 2008 at 11:22:14 -

Andy: in my experience, changing stereo music to mono matters zero for MP3s and OGGs. It's all dependent on the bitrate, really.

Things you can do:
- Lower the bitrate of your songs. Not too much or they'll get crappy, 96KBps is acceptable for a small file size.
- If you have MMF2, compress the whole game in the settings. This sometimes helps immensely, especially if you have lots of graphics.
- Clip one or more of your songs (especially those that only appear shortly).
- Convert your sound effects to OGG too, if you haven't already done this.
- Check what data inside your game you can throw away, like unused animation frames or sprites.

 
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30th August, 2008 at 11:32:20 -

I agree with all of the above, but be careful with using OGG's for sound effects - i tried this for my game R.P.G., and for sound effects for machine guns (or other rapid firing effects) there was a slight pause when playing the OGG sound files. For the machine gun, it made the game unplayable as it stuttered when pausing for each gun fire sound so i changed it back to WAV!

 
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Pixelthief

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30th August, 2008 at 12:25:49 -

you can use the built in editor to lower the bit rate on the .wav files too. Many .wav files sources will give you them in much higher bit rates then you need, so you can lower them without any noticable sound quality loss, but with huge file size losses. I think I turned gridquest from like 20 mb to 10, and that game has like no graphics :X

 
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Dr. James MD

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30th August, 2008 at 13:27:28 -

remove all music and samples and build that as an .Exe. If it's teeny tiny then it's just down to the music. If it's still large then you'll have to take steps to fix the graphics instead.

 
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31st August, 2008 at 13:11:17 -


Originally Posted by Mark Radon
I agree with all of the above, but be careful with using OGG's for sound effects - i tried this for my game R.P.G., and for sound effects for machine guns (or other rapid firing effects) there was a slight pause when playing the OGG sound files. For the machine gun, it made the game unplayable as it stuttered when pausing for each gun fire sound so i changed it back to WAV!


Is that so? This has to be considered as an inefficiency in Multimedia Fusion, then, and it's best if this is reported to Clickteam so it can actually be fixed... I have the feeling that MMF reopens or redecodes the sound file every time it's needed...


...This would actually explain why MMF games with sound effects would always slow down on my old PC whenever it needed to play a sound. It's better if most samples are read into memory from the start.

 
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Pixelthief

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31st August, 2008 at 14:20:52 -

I thought there was a little button in the event editor that showed you the amount of memory used at runtime. I know that in TGF, musics were hardcoded in once you added them and the memory couldn't be recovered, and once the combined midi/wav count exceeded a certain amount of MB, at least in a single frame, the game would corrupt from memory out of bounds errors. Hope that doesn't exist in MMF. I forget the exact amount of memory anyway, I did the testing back when it hit gridquest

 
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Muz



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3rd September, 2008 at 21:29:33 -

Er, take out the music? Seriously, you don't need music, no matter how good if your graphics aren't up to par. Having a not-so-crappy MIDI tone will work. Not many will download 20MB of music for a game that doesn't look like Noitu Love or Eternal Daughter.

 
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JetpackLover



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6th September, 2008 at 11:26:56 -


Originally Posted by Muz
Er, take out the music? Seriously, you don't need music, no matter how good if your graphics aren't up to par. Having a not-so-crappy MIDI tone will work. Not many will download 20MB of music for a game that doesn't look like Noitu Love or Eternal Daughter.



That's not exactly a nice way to treat fellow members, even if you are an admin.

 
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6th September, 2008 at 13:23:08 -


Originally Posted by DudeHuge

Originally Posted by Muz
Er, take out the music? Seriously, you don't need music, no matter how good if your graphics aren't up to par. Having a not-so-crappy MIDI tone will work. Not many will download 20MB of music for a game that doesn't look like Noitu Love or Eternal Daughter.



That's not exactly a nice way to treat fellow members, even if you are an admin.



I fail to see how he was not nice, it's just the truth.

 
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Muz



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7th September, 2008 at 06:04:49 -

It is true. Better that I say it rather than people just ignoring the download. Nobody downloads games over 10 MB, unless they've heard a lot about it before.

 
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Don Luciano

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7th September, 2008 at 13:40:15 -

I don't really understand why do u want u r game to have less mb. I always say the more the merrier.

 
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Codemonkey

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7th September, 2008 at 13:53:29 -

LOL! What are you talking about?

 
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