this post was submitted on 22 Sep 2024
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[–] bstix@feddit.dk 7 points 3 hours ago (1 children)

What's the size of the music/graphics/game code/stuff that is needed for any app to run on Android?

I believe (without knowing for sure) that you could make a similar game much smaller by "rendering" the music and some of the graphics.

[–] pirat@lemmy.world 5 points 2 hours ago (1 children)

"rendering" the music and some of the graphics.

I think that's what's called procedural audio/graphics. For audio, it's like building synthesizers into the game, to then be able to play the music/fx as a program (sort of like sheet music) instead of an audio file.

[–] bstix@feddit.dk 3 points 1 hour ago* (last edited 1 hour ago)

The music doesn't have to be completely synthesized.. Most early computers would simply reuse the audio snippets as "samples", and program the pitch and timing in a "tracker"

Listening to the Flappy Birds music, which I admit that I did, then all of the music could be done in a tracker, even if it might not have been originally. It's a bit of a lost art form, but there are several kilobytes to save!

Personally, I have been considering making a HTML5 game, including the sunvox DLL, to make it really easy to put tiny yet advanced music files into a cross platform browsable game. Haven't gotten around to it though..