Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: Chicky on Mon 03/07/2017 15:05:47

Title: Reducing file size for demo build
Post by: Chicky on Mon 03/07/2017 15:05:47
Hi guys, I'm having some issues getting my head around the best practice for converting a large AGS project into a demo build.

I'm not having any issues with the scripting but wanted to ask what was the best way of removing rooms/sprites that are not used in the demo section? Our demo consists of a few rooms and puzzles from the start of the game, obviously there is a lot of data that is used in the rest of the game that is not needed for the demo.

Would I just save a separate version of our game and start manually removing assets/rooms? Or is there a way to ignore certain files when compiling the game?

Any help would be much appreciated :) Hopefully there is a fairly logical workflow for this.
Title: Re: Reducing file size for demo build
Post by: Slasher on Mon 03/07/2017 15:42:45
Could you not just backup your game by copying it and then delete all the rooms you don't need for the demo? That's got to help a bit... and you still have your backup copy of the full game...


Title: Re: Reducing file size for demo build
Post by: arj0n on Mon 03/07/2017 17:09:54
Quote from: Chicky on Mon 03/07/2017 15:05:47
Would I just save a separate version of our game and start manually removing assets/rooms?
Yep.
(but why bother, imho file-size isn't really an issue anymore these days)

Quote from: Chicky on Mon 03/07/2017 15:05:47
Or is there a way to ignore certain files when compiling the game?
Nope.
Title: Re: Reducing file size for demo build
Post by: CaptainD on Mon 03/07/2017 17:19:09
What sort of file size are we talking here?
Title: Re: Reducing file size for demo build
Post by: Chicky on Mon 03/07/2017 19:37:00
Thanks for the quick response, last I checked we were looking at about 800mb. Would rather not distribute the whole thing if we can help it :)

Happy to go through removing bits, thanks for the help guys!
Title: Re: Reducing file size for demo build
Post by: arj0n on Mon 03/07/2017 20:30:42
You could also look into what assets have the biggest size.
(if you are lucky you maybe only have to remove some audio or (cut-scene) video's for example)
Title: Re: Reducing file size for demo build
Post by: AnasAbdin on Tue 04/07/2017 18:12:07
Quote from: Chicky on Mon 03/07/2017 15:05:47
Would I just save a separate version of our game and start manually removing assets/rooms?

Sadly, this is the only way I could think of.

Quote from: arj0n on Mon 03/07/2017 17:09:54
(but why bother, imho file-size isn't really an issue anymore these days)

Actually I think file size is an important issue. I've seen very short AGS games (even some MAGS projects) that are way too large for what you'd expect them to be. I never downloaded any of them simply because of the size, even though I do have space and bandwidth.

You'd laugh how small is Tardigrades (plus the animations) file size compared to some other short games!
Title: Re: Reducing file size for demo build
Post by: fernewelten on Wed 05/07/2017 02:05:55
In my estimation, a sizable chunk of data will be tied into sprites. Actually trying to remove them will probably turn out to be a HUGE pain:

In your case, most of the sprites will be in use â€" in principle and in the coding, just not in the demoed rooms. If AGS thinks that a sprite is in use, AGS will actively prevent deletion to avoid an unstable state.

What might work, however, is copying a one-pixel sprite into the clipboard (right-click, "Copy sprite to clipboard") and then pasting that over all the sprites to be killed (first time: right-click, "Replace sprite from clipboard..."; then, right-click, "Replace sprite using last sprite..."). It will still be a pain, since there will be loads of them.