RMMV File Size Reductions

MNH Gaming

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Ok, so my game is like 800MB. This is not gonna fly on a mobile device.

Is there a simple way to see which assets I don't have linked to my project? I saw a plugin for this, but automating a program designed to delete things in my project makes me feel a bit spooked. Is there one the community general holds as "safe"?
EDIT: Well this idiot didn't read all the shiny buttons in the deployment screen. "Exclude unused assets" might have been of interest to me.

Can anything be compressed? It looks like RMMV was nice enough to leave everything uncompressed in the output folders.

Am I overlooking some other method to reduce my file sizes?

I am using .ogg files for my music, my system's iconset.png is almost 4MB all by itself.

I guess if someone knows a solid thread on how to package your game and reduce your size to minimum in RMMV I'd be just thrilled. If not, please feel free to spam me some advice/links.


Thanks,
 
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MNH Gaming

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Nevermind, I must have overlooked the "Exclude unused files". I'm down to like 200MB now (Oh Sweet Light!). This is much nicer, but I still have a TON of content to be added. I noticed encrypting does nothing for my audio file sizes, I had hoped it would also compress them. Any way to get my audio to compress? It is currently 1/4 of my total size and I feel I need to roughly double my audio selection.
 

onipunk

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I'd suggest downloading Audacity for free and messing about with compression rates in that until you get a desirable result, you'll need to compress your tracks as much as possible before importing them into the editor. In addition, the shorter a track is, the less space it takes up too, so if you're willing to put a bit of legwork in you can use Audacity to cut your track down to as short as you can make it and program in looping data so it sounds seamless. There's a great tutorial for it here: https://rpgmaker.net/tutorials/1341/, hope that helps!
 

MNH Gaming

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That is indeed helpful! Is there a generally agreed upon compression rate for music files for our games? I'm not aiming for 4k gaming here, I just don't want to be making ears bleed. If nothing else, I'll just run all my files at varying rates and then playtest the crap out of them.
 

djDarkX

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200MB is still not going to fly for mobile deployment. There are tight restrictions. For images, use tinypng to reduce the file sizes by up to 85% (obviously not always going to happen) and you should think about changing your sheets to only have the assets you are using in-game, meaning you have to do that manually and removing any animations you aren't going to be using. My game has barely been going through development, but I don't expect to see it going past 50MB, at the most. I'm going to be dumbing down the size a lot and making sure any audio I have is well compressed without a huge impact to quality, if any.
 

onipunk

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I'm not an audio expert by any means (I wouldn't know about looping myself without that tutorial) so I don't know if there is a commonly accepted standard, but you can check the current bit rate of your audio files by right-clicking the file in Windows and opening up the properties, and then you've got a base to work with. As a comparison, Spotify's free service streams at 160kbps on desktops ( and can go up to 320kbps for Premium users), and 96kbps for Free mobile users, and generally most consumers won't be able to tell the difference, if that helps you have a target to aim for! Generally most music made for games, especially older game music and music made for portable titles, has a lot less going on in terms of the number of instruments and the dynamic range, so you might be able to get away with a higher level of compression than you would if you were compressing traditional music like you'd stream on Spotify. I'd say spend a bit of time trying out different levels of compression and see what works for you and your project!
 

Jonforum

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on android , you can extend your apk with extention update.
Like the game Hearthstone, is about 80 mo, and after update like 3 Go !
 

MNH Gaming

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Yeah I have been focused on PC deployment, while trying to keep mobile in mind. I figure after I finish development, I'll be making copies of the entire project and then reducing the image quality (or anything I can find really) for mobile. In my OP I was just seeing that 800MB beast and knew it wasn't gonna happen for mobile. Honestly, I start balking about downloading games when they exceed 50MB on my phone.

I've begun dropping my bitrates (112 now) and honestly, I can't see much of a difference in quality, but the drops in filesize are amazing (Theme1.ogg went from 7900kb -> 1800kb). I imagine if I had vocals then bitrate might be much more influential.
 

MNH Gaming

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on android , you can extend your apk with extention update.
Like the game Hearthstone, is about 80 mo, and after update like 3 Go !
That is a terribly unethical thing that I aim to avoid at all costs... My PS4 does this to me all the time and it infuriates me to no end.
 

ChampX

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I always use PNGGauntlet to compress down my images without losing quality and it is what we use at my day job to. It's free and very easy to use, though I would do it when you don't need your machine to do other work as it will eat up the CPU trying to compress all of your images at once.

https://pnggauntlet.com/
 

Kino

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You could compress / minify your json files. Someone needs a minifier for the JS files though.
 

Kes

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I missed seeing this when it was originally posted.
"How do I...?" questions belong in the Support forum for the engine you are using.
[move]RPGMaker MV[/move]
 

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