![]() ![]() ![]() This way, the first level can be loaded quickly, and by keeping the player occupied playing it for a minute or two you can be sure that the download of all remaining assets can be completed in the background. Make the first level be short and not use a lot of assets. Showing an animated logo is a great way to make time go by unnoticed, thus letting the download progress further. This game could use a little more optimization! For more information, we recommend you read the reducing file size page. Level 4 'Level 3' uses 2.3 MB compressed. Level 3 'Level 2' uses 2.2 MB compressed. Level 2 'Level 1' uses 592.0 KB compressed. Level 1 'Character Builder' uses 111.5 KB compressed. Level 0 'Main Menu' uses 95.0 KB compressed. The console will show something like this: If you open the console log ( Open Editor Log button in the Console window( Desktop Platforms) Help -> Open Editor console log menu OSX) after or during a build, you can see the size of each individual scene file. Structuring some scenes around this loading concept is a comparative breeze! If you’ve made the game, you’ve done the hard part already. Think of each above step as an individual scene. It seems daunting to optimize it, but it turns out that with a little effort it is usually quite easy to structure your game in this fashion. Now, don’t panic if your web player currently is 10 MB. The key point to keep in mind is to think in wait times for a user on a slow connection. Finish downloading the entire game within 1–5 MB (1–5 minutes).800 KB let the user play the first small level (50 seconds).320 KB let the user play a tiny tutorial level or let him do some fun interaction in the menu (20 seconds).50 KB display the logo and menu (4 seconds).The game would optimally be set up to stream something like this: This is the low end of bandwidth online portals target. On a 128 kilobit cable connection you can download 16 KB per second or 1 MB per minute. Otherwise his time is being wasted and he might as well close the window. From the user’s perspective, the game needs to start quickly. If you don’t reach this makes it that much less likely for a portal to accept your content. ![]() Online game portals expect that some form of game play really starts after downloading at most 1 MB of data. Streaming is useful for all kinds of contents, and it can easily be applied to many other situations. This section will focus on publishing to online game portals. This is very achievable, and we will explain how. The idea behind web games is that the user can view your content almost immediately and start playing the game as soon as possible instead of making him wait for a progress bar.
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