Let's share our tips and questions for optimizing project size here - 2MB of project data adds up fast!
These articles may be useful for compressing your art assets if you're making a game with sprites:
Tools for compressing images https://compress-or-die.com/The-big-image-compression-tool-comparison/
JPG compression https://compress-or-die.com/Understanding-JPG/
PNG compression https://compress-or-die.com/Understanding-PNG/
I'm not joining this jam... but I had this idea for a small sized game.
There is this func in godot: _draw(). Maybe someone could make a game with Asteroids graphics. Try to not make a copy of Asteroids, but a game that has this art style. Here is a link to the Godot docs about custom drawing in 2D: https://docs.godotengine.org/en/3.1/tutorials/2d/custom_drawing_in_2d.html
I've been using the equivalents of Godot's _draw() for years, it's rather effective. My thought is, if I procedurally develop my assets at run time (I've never done it on Godot, but it's a simple enough task), and constrain the result to make a reasonable amount of sense, then all I would technically need is a random seed for it. The game could generate the field of play at run time.
Of course, that does gobble some processor time and expand the memory footprint quite a bit; but to my knowledge there's no rule against that.
Thanks!
My Itch stuff is generally goof-around-and-stop-thinking-about-work things. I've got another project with Unity in the background, called Overclockalypse; and there's a mobile game I put together a few years back called The Penguin and the Dragon, which you can find on the Play Store. I'm considering building it for mobile and throwing it on Itch. We'll see. There were a few other items from about a decade back but at the time I got sidetracked with some music production software and then a job for a cloud computing company, it kind of took me out of the loop for a bit. It's fun to be building again.
Dang, I honestly never though of that - I'm a GDScript junkie. ;-)
I would think we need to accommodate Mono devs for sure.
Do you know how exactly how many megabytes of data the Mono libraries add - is it 4.3MB? If so, I'd say go ahead and develop - we need you! I'll add a note to the jam addressing this too.
Thanks for the heads up!
Instead of measuring exact size of .mono, I would just subtract .mono's size in bytes from the whole size at the end. If it's less then 2MB, we're good to go. I would do this way, because .mono's content may vary depending on the version of Godot.
So when I'll submit my project, I'll provide a size information with and without .mono. One may validate it.
Added an entry to the DevLog of my upcoming entry: https://vimino.itch.io/dinopia/devlog/76981/third-day-got-a-menu
You can find the tips near the end. I only used my usual tricks, although I expected SVG to be my go-to-format but Godot can't handle it that well.