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    #31
    Originally posted by KnightTechDev View Post
    Is this game related to Flappy Bird?:



    Flappy Bird Wiki:
    http://en.wikipedia.org/wiki/Flappy_Bird

    Flappy Bird Kotaku:
    http://kotaku.com/flappy-bird-now-av...-ii-1605841206

    Tappy Chicken:
    https://www.youtube.com/watch?v=6KOZJLOx0bo
    Are you asking about Flapple Bird or Tappy Chicken? The answer is yes in either case: Flapple Bird looks to be a direct demake of Flappy Bird, and Tappy Chicken is certainly inspired by Flappy Bird. Neither of them are made by the person who made the original Flappy Bird, although the concept is far older than that.

    This one isn't the first either, but it's got a lot of delightful WTF: http://technokittenadventure.com/ (released Sept 2010, several years before Flappy Bird).

    Cheers,
    Michael Noland

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      #32
      I would really love to see a c++ version of tappy chicken, so I can learn from the code.

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        #33
        A c++ version would be great

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          #34
          9.4 MB HTML5 size was reached by optimizing for size and compiling out FreeType, Vehicle Physics, Speed Tree, Simplygon, and Recast
          Could someone elaborate on that. How to exclude certain parts of engine before building.
          I assume 9.4MB is after gzip compression on .js file. When I compiled TappyChicken to HTML5, I got approx 200MB .js file, and 30MB after compression.

          Thank you!

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            #35
            Originally posted by tas View Post
            Could someone elaborate on that. How to exclude certain parts of engine before building.
            I assume 9.4MB is after gzip compression on .js file. When I compiled TappyChicken to HTML5, I got approx 200MB .js file, and 30MB after compression.

            Thank you!
            Yes this information is exactly what i need to ship my game.
            http://celestialarch.com
            Free UE4 things available. More coming

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              #36
              Hey -

              This is a mini faq which I wrote - https://forums.unrealengine.com/show...L5-Capabilites (Look under 2. The generated .js files are huge.) This might point you to the right direction.

              edit : -Oz is default option in master now. development builds are generally big, shipping builds cull lot of debugging cruft and are smaller in size.

              Thanks,

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                #37
                Oh so stripping stuff seems to be applicable to HTML5 builds only. Im hoping i can find something similar for IOS and Android builds
                http://celestialarch.com
                Free UE4 things available. More coming

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                  #38
                  The general idea is applicable to everything - if you don't need the feature, there's no need building it - reduced size and reduced compile times - Its just that HTML5 is very sensitive to binary sizes.

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                    #39
                    Thank you Ankitkk
                    I see you need to go to C++ for stuff like this.

                    One cool tip i found from tappy chicken was reusing splash screens. This alone save already if you start counting KB's
                    http://celestialarch.com
                    Free UE4 things available. More coming

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                      #40
                      Bump: doesn't appear as though you can reuse splash screens any more? But I managed to reduce a full set of (detailed & full color) splash screens from 25MB (saved compressed from photoshop) to 3.5MB by doing a couple of things.
                      Last edited by Spoondog; 06-28-2016, 09:30 PM.
                      Dev Blog
                      Twitter: @TheRealSpoonDog
                      150 FREE Blueprint functions for your project

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                        #41
                        Hi all,
                        Im still not sure how to apply this invaluable tip:

                        In https://wiki.unrealengine.com/Tappy_Chicken it says:

                        "9.4 MB HTML5 size was reached by optimizing for size and compiling out FreeType, Vehicle Physics, Speed Tree, Simplygon, and Recast. iOS should be around 24 MB if the same optimizations were applied".


                        and in Michael's post it says:

                        "Small download size
                        The 1.0.0 shipping sizes for the various platforms are listed below:
                        ...
                        iOS: 28.2 MB"


                        So presumably the optimisation was applied.
                        Can someone explain what exactly was excluded (compiled out?) and from where in order to reduce
                        TappyChicken from 100+ MB down to 28MB?

                        Furthermore, why is the app store version of TappyChicken 67MB?

                        Many thanks.

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