[Derailed Thread :)] libGDX - It's so large?

Hi,

I really want to use libGDX for my next project. I’m not even sure what it’s gonna be yet, but just fiddling around with libGDX I must say the output is rather large.

Just a blank, white screen that’s not doing anything. I have to distribute all the GDX and lwjgl-backend stuff and natives with it, it comes around to ~5 MB. A little less if I delete some of the not needed natives (linux :D).

Anyway, do you guys think it’s okay to have a, let’s say, really cheap pacman clone that has ~20 kb of graphics have a download of about 5-10 MB? It just makes me a little sad but I guess everything <100 MB is okay nowadays?

I just want to hear some opinions on this

I download 5MB in 2 seconds. It takes longer to extract the zip and launch the game. You shouldn’t worry about this kind of overhead.

Also it seems you might not want to ignore Linux as it’s now worth more than Mac according to my latest figures.

Cas :slight_smile:

Related to the Steam Linux release?

I think you just wasted more time/bandwith by creating this thread.
Only place where download size matter much is at iOs store where 3g downloadable content limit is <50Mb.

Steam Linux sales stats, units (all our Steam games, last 2 weeks):

Windows: 6,122
Mac: 399
Linux: 1,369

Cas :slight_smile:

Nice. You entered the notch-millionaire-club yet? :smiley:

Er, hardly, that’s only about a month’s wages in that entire sale.

Cas :slight_smile:

How many folks do you employ? I quick back of the envelop calculation tells me that you actually make quite a bit of money if those numbers stay somewhat constant.

There are four of us, and that sort of money arrives at random intervals a few times a year.

The rest of the time we make $10 a day to share between us.

Cas :slight_smile:

:frowning:

I subscribe to the believe that making money is not more important that happiness, but how do you survive off of that? I’m sure it takes a LOT of care and planning, but it seems next to impossible.

| Nathan

Well its often in game development of course, that there are times when a lot of money comes in and times in which hardly any money comes in. But if you save that money and its enough, its alright.

We make just enough to survive. Admittedly some of Puppygames subsist on minimum wage (very, very little) until they’ve directly created some wealth but that’s life.

Make no mistake, games development is not only incredibly hard but also incredibly risky. Very few games developers “in the wild” make enough money to do it sustainably. We’re only at the very start - we’ve got plenty of opportunity to f**k it up and go bust in just the next 6 months.

Cas :slight_smile:

FWIW if you double those stats you can be a Swedish crown millionaire.

People here seem to assume that: retail price * number of sales = profit

Pardon me for this unforgivable mistake.

Coming from a country where i pay almost 50% taxes on my income, i would not assume that :slight_smile:

And don’t forget Steam. They take a fair chunk too.

50%? That seems kinda BS to me. Is there a max cap on how much they can take from you where you are from? Here in America we seem to argue constantly on who pays what but all I want is a max cap on what they can take. I think that 10-30% of income should be where a cap is depending on how much you make but I am kind of a money grubbing capitalist.

Say puppy games sold most of their games for 5$. That would be 7890*5 which is 39450$. Then the man needs to skim his 30% share. 27615$ to split between 3-5 people? Lets say 3, 9205$ in 2 weeks. Not bad but there will be times when it is next to nothing. So it is rather volatile.

Steam takes a whole lot but I’ve heard it’s worth it. They sort of have a monopoly :V

50% steam, 30% taxes, 10% company expenses + savings, 10% for salaries. Something like this.