Apple store lies about app file size?

Discussion in 'Public Game Developers Forum' started by JavierDavalos, Jun 14, 2009.

  1. JavierDavalos

    JavierDavalos Well-Known Member

    Apr 19, 2009
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    Hey guys.

    I worked really hard to pack everything in less than 10 megabytes on Quantum Collapse. In the end the zip file i sent was 9.6 MB.

    Today my game got accepted, and apple store is saying the game is 10.1 MB

    Why are they lying like this?. I hate AT&T and their bullshit, can't believe apple is an accomplice though.
     
  2. redsoxsrule424

    redsoxsrule424 Well-Known Member

    Apr 18, 2009
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    Was the zip file compressed?
     
  3. kohjingyu

    kohjingyu Well-Known Member

    Mar 20, 2009
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    Student/Developer
    Singapore
    It's probably because zip files are compressed. The one they put in the app store is probably only the app.
     
  4. spacecowgoesmoo

    spacecowgoesmoo Well-Known Member

    Sep 4, 2008
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    Composer / Level Designer @ Bovinedragon Software
    Los Angeles, USA
    Apple adds some copy protection and anti piracy stuff before it gets put on the app store. I think this happened with Peggle too; they cut out all the music from the initial version to get under 10MB, but the extra stuff apple put in still made it over 10MB (and they got bashed for not having music!)
     
  5. mofard

    mofard Well-Known Member

    Jun 10, 2009
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    the antipiracy stuff sadly isn't working
     
  6. Eric5h5

    Eric5h5 Well-Known Member

    They're not "lying"; the file that people download on the store isn't the same zip file that you upload. Apple adds DRM and re-compresses it, probably using lesser compression since the iPhone's CPU isn't nearly as fast as a desktop computer. Realmaze3D is 17.8MB on the store, but the zip file was only 12MB or so.

    --Eric
     
  7. JavierDavalos

    JavierDavalos Well-Known Member

    Apr 19, 2009
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    Ummmm interesting.

    I'm going to have to shrink the game even more for the next update. AND i'm supposed to add skirmish to it lol
     
  8. Eric5h5

    Eric5h5 Well-Known Member

    I wouldn't worry too much about the 10MB limit. Maybe you get a few extra sales, but being over 10MB doesn't stop people buying it if they want it. Peggle is #1 right now. ;) Half of the top 10 games are over over 10MB....

    --Eric
     
  9. redsoxsrule424

    redsoxsrule424 Well-Known Member

    Apr 18, 2009
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    Yeah don't worry about it, they will probably end up downloading the game over wifi anyways.
     
  10. JavierDavalos

    JavierDavalos Well-Known Member

    Apr 19, 2009
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    I know, its just that it was so much work trying to get it under 10 mb and all for nothing that's all that frustrates me.
     
  11. PeterM11

    PeterM11 Well-Known Member

    Sep 7, 2008
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    East Coast, USA
    Why does it really matter?
    Seriously, you guys forget that Apple can do whatever they want really. If you don't like it they can just kick you out. Not trying to say Devs need to shutup or anything so don't take me wrong.
    Also, why is it that bad to be over 10MB?? I can understand the want to have atleast a small file size but really I'd say anything under 30MB is pretty small.
     
  12. JavierDavalos

    JavierDavalos Well-Known Member

    Apr 19, 2009
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    In the united states, you can't download anything off of the app store on cell phone internet if its over 10 megabytes.
     
  13. VoodooVyper

    VoodooVyper Well-Known Member

    Jan 25, 2009
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    I still don't understand why devs waste time and cut corners on their game to get their app under 10 mb. Just because somebody can't dl it while driving doesn't mean they won't wait til their in a WiFi zone or at their computer. I never once forgot about downloading a game just because I don't have wifi. I just dl it later.
     
  14. Eric5h5

    Eric5h5 Well-Known Member

    Also, it doesn't affect iPod touch owners at all. I would say that if the app size is borderline and it's just a little optimization that would get it under 10MB, then go for it, but otherwise it's not worth it, especially if it means leaving out or significantly degrading content.

    --Eric
     
  15. spacecowgoesmoo

    spacecowgoesmoo Well-Known Member

    Sep 4, 2008
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    Composer / Level Designer @ Bovinedragon Software
    Los Angeles, USA
    Because being able to d/l an app instantly is great for impulse buying. Not everyone will remember to buy the app by the time they get home, and they might not buy the app at all. You don't want impulse buyers thinking too much; who would buy all the fart apps if the customers thought about it for more than 2 seconds? Of course, for larger, more well known projects, they probably shouldn't be cutting too many corners..
     
  16. conrem

    conrem Well-Known Member

    Mar 29, 2009
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    developer + student at medicine
    Moldova
    r u a dev and u ask us such questions??????
     

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