I've just finished my (openGL ES 2.0 Android) game and it's almost ready for Alpha-testing.
When I export the application to an APK File, the file is taking up 16MB and I would like to reduce this as much as I can.
Here are some points about what the project contains and what I've tried to reduce the size already:
- 222kb of Ogg Vorbis files used for Sound Effects
- 1 x MP3 file at 5.59MB (128kbps Bitrate)
- 4 x sets of PNG files used for textures (XHDPI, HDPI, MDPI & LDPI - I'm not using XXHDPI)
- Just over 1MB of code
What I've tried thus far to get where I am:
- I've optimised the PNG files using Optiping
- I've applied ProGuard to my code before exporting, this didn't really help by much as 99% of my app is resources.
So my question is, is there really much else I can do to reduce the size of the APK? I was thinking about maybe using JPG format source files for my Background OpenGL textures instead of PNG - anyone have any experience with this? Does it hurt performance at all? I can see that it would make quite a difference - my atlas of backgrounds in PNG format for XHDPI is 1.7MB - and a 90% compressed JPG comes in at around 650KB. I'm just not sure if it's a good idea as everyone always advocates PNG > JPG.
Any pointers from personal experience would be helpful & also if I've overlooked anything other than using JPG's.