Home Artists Posts Import Register

Downloads

Content

Edit: i included the one file EXE too.

The EXE is ready!

I made some changes in how the file is compiled so users doesn't have an issue with the file since windows doesn't like standalone builds that much.

(Basically, is just a rar file with some files alongise the exe instead of a one file exe for users that had an issue with the one file only exe)

Also, this time around there will be no PSD since the amount of frames on this animation has makes a pain to collect and navigate the file, if i solve the issue i will add it in the future and make notice about it.

Files

Comments

Lord_Ocean

Thanks for the exe! Wait a moment... the rar-archive is around 32 MB but the unpacked folder is 1.58 GB? How did that happen?

camotli

i didn't thought it was heavy, that was my bad, but i added the usual one file EXE too, that one is lighter.

Lord_Ocean

Thanks for that! Though I'm still wondering how the file size can explode so much for two things that are basically the same. Does the seperated version contain each individual animation frame as an uncompressed bmp image?

Lord_Ocean

https://forum.unity.com/threads/8x-asset-size-on-build.762779/ This thread seems to deal with the same problem. Apparently the image-files never reach the actual build but get converted to something else. There might be some tweeking possible. Most importantly, you can activate compression in the build options which seems to be disabled by default. I had a look at it and found that the asset file sharedassets0.assets.resS is the culprit. It contains a lot of redundancy if you check it in a hex viewer. I'm confident that enabling build compression should solve the problem of the inflated size.

camotli

That's a good explanation thank you~ That it most likely the case since i leave it on default, i should explore it a bit more and look into it to see if i can get the results i want using it.

Lord_Ocean

You're welcome! (It was just a few minutes of googling though...)