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Torque App Size

by Randy Solberg · in iTorque 2D · 11/16/2009 (6:11 pm) · 3 replies

Hi,

We currently use Unity to make iPhone games, but pretty much can't get an app under 10mb. How well does Torque do with getting under 10mb?

Our problem is that an empty project alone is about 3.2mb or so. But then apple will double the app size with some DRM stuff. So we submit an app that is only about 4.2mb to keep it from getting above 10mb.

Do you have this problem with Torque?

Thanks,
Randy Solberg
www.halffastgames.com

Mod Note : Just a simple rename, for search purposes.

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#1
11/16/2009 (7:16 pm)
That's a unity specific problem, I believe. This thread on Touch Arcade goes into it a bit.

As far as Torque games go, most of us see a 1MB to 2MB increase in size over the submitted zip file.
#2
11/16/2009 (7:25 pm)
I get a 1.8MB app with an empty project and my own tweaks (the bonus of having source :). There is still more code which could be stripped out with some effort. I expect the next T2Di release to be smaller out of the box, but customising is fun, right?

Popular frameworks add a bit of fat back on the binary, but can also be slimmed down slightly. OpenFeint adds 2.3MB or so out of the box, I think. The IRC crowd has managed to modify some images and shrink it down more, and the welcome window is optional. In all, you can probably have an empty app with social networking at 3,5 to 4MB.

What happens to the app when submitted to Apple: They unpack it, add a few kilobytes of more certificates and encrypt the actual binary. This means that part compresses badly, so to get an approximation of your final app size, compress everything except the binary inside the bundle and add the uncompressed size of that binary.
#3
11/17/2009 (12:35 am)
Ronny's approximation seems to be very accurate.
So far I was able to get all my games under 10MB, I got nailed on Astro Bugz first submission but now that I know the approximation trick it shouldn't be a problem.