I would say the adage doesn't hold this time. There are some pretty hefty file sizes here. Never mind the fact people keep using uncompressed HD realporn for their text based game made in Twine.
Well, precisely because it's arcane magic.The worst practise of all time is forcing the player to DL several GB of images they already have from dling a previous version of a game. Make an update only patch, and not only from last update but maybe 3-4 updates ago. Section the game into part 1, part 2, whatever. I never understood the friction of being able to drop in new image files into an existing folder as if its arcane magic.
Yet there's people who don't understand this. There's even one that needed four answers before he achieved to do it right... or decided to quit, I'm not even sure what of the two apply.Extract the content of the archive in the game directory. [...] In case you are prompted to overwrite a file, always keep the most recent.
So, if your game is in "/my adult games/Super Powered", you must put the content of the archive in the "/my adult games/Super Powered/" folder. At the end, the [list of all the files] must be in the "/my adult games/Super Powered/game/" folder.
Well, a chance that it's something that never ever happen here, since uploader have the obligation to provide at least three different hosts for each version.[...] seeing 10gb size with only mega dl options makes people straight up ignore the title.
This is just the continuation of the same argument of the past 50 years of consumer use of PCs, BBSs, and the internet.I would say the adage doesn't hold this time. There are some pretty hefty file sizes here. Never mind the fact people keep using uncompressed HD realporn for their text based game made in Twine.
It might not be the 40 plus gigabytes of a major developer, but for some people space and data caps are a premium.
Let's not get hasty and say no one does, not a huge amount of devs but I wouldn't put it past the sleazier ones to do that.No one is intentionally fluffing up their game sizes.
Include it in the patch? Same as in the full version. It's not that hard (in Ren'Py at least)."Patches" are all right only if you are willing to do them properly, aka having a launcher downloading and applying all the patches for you.
Even if you know how to do it, there's no way I'd want to download pieces and put them together myself, I am too lazy.
I'd rather download the whole thing, unzip, and play.
Manual patches are stupid anyway, assume you want to change some old stuff, what will you do?
At that point, it'd be better releasing "Seasons" instead.
The only reason why a developer could want to intentionally inflate their game size is to make it appear as if there is more content than there actually is. However, after the first several downloaders comment about no content, that pretty much cancels out the possible attempt at subterfuge. Otherwise, there's no reason why a developer would intentionally inflate their game size. They get no reward for doing so. They don't get paid by the megabyte. If they pay for hosting (such as the larger developers) - it costs them more for footprint and bandwidth with their hosting company if they have larger than necessary file sizes.Let's not get hasty and say no one does, not a huge amount of devs but I wouldn't put it past the sleazier ones to do that.
*With visible artifacting.Compressed to a webp, it gets reduced by up to 95%, down to 100-300 KB.
I honestly agree, I don't think I've seen unused images in any game except that which can attributed to "left because scene no longer exists but something cold get fucked if removed" because I wouldn't be surprised if that happened. I just also hold the opinion that we can't say no one did it because I don't have enough faith in human intellect to not see all the cons.So while you are technically correct that it shouldn't be said that "no one does," you are incorrect at attributing malice. "Never attribute to malice that which can be adequately explained by stupidity."
Yeah, but at 95% webp compression the differences are almost always extremely difficult to spot. I don't go lower than 95% though, for that reason.*With visible artifacting.
You can compress images by somehwere around 90% with minimal loss in image quality. So compression makes a huge difference for images. I find that it's less effective for video than it is for images but it still helps. The bigger issue for video is that the starting file sizes can be so large that even with compression it's just not manageable. The real porn game I'm working on right now is sitting at a file size of almost a terrabyte without compression. There's no way you could expect to actually distribute something like that (and I have no plan to try).Compressing images does not solve the problem drastically, the file sizes are not reduced very much.
I misspoke, sorry. I meant compressing the image by reducing the resolution.You can compress images by somehwere around 90% with minimal loss in image quality.
Yes and no.Include it in the patch? Same as in the full version. It's not that hard (in Ren'Py at least).
Which resolution to render at is an interesting question. Personally I think 1920x1080 is the sweet spot since most people run 1080p monitors and there's enough detail there for it to still look fine for people who have higher resolution monitors. Rendering at 4k takes longer and most of your fans probably won't see any benefit from it compared to 1080p so to me it's not worth it unless you have an absolutely top of the line render box that is fast enough that you don't really care about the difference in render times.I misspoke, sorry. I meant compressing the image by reducing the resolution.
I render scenes in JPG 1920 x 1080.
Rendering in 3840x2160 vs. 1920x1080 is quite a big difference in quality and detail, especially if you use post-denoiser. I agree that it takes more time, but if the developer cares about the visuals, he is able to sacrifice that time, and in the end, it is definitely worth it.Rendering at 4k takes longer and most of your fans probably won't see any benefit from it compared to 1080p
I'm not disputing the quality difference between 1080p and 4k. My point was that since most people are going to end up downscaling to 1080p since that's the resolution their monitor is using (regardless what resolution you set the game at), the extra quality of rendering at 4k is mostly lost on them.Rendering in 3840x2160 vs. 1920x1080 is quite a big difference in quality and detail, especially if you use post-denoiser. I agree that it takes more time, but if the developer cares about the visuals, he is able to sacrifice that time, and in the end, it is definitely worth it.
Of course, making a game in 4K doesn't make sense; there would really be only a few players who have a 4K monitor at home. Therefore, it is advisable to change the resolution to 1920x1080 (bicubic smoother, which does not lose quality) while editing images in Photoshop. Whether I'm right or not - I am because I do it myself, and the difference is quite visible.