Spielerando

Find the pictures that make your game crash on phones from memory

A small image file can swallow far more memory than its size suggests, and a phone gives up long before your computer does. This entry shows how to count what the pictures really cost and how far to shrink the worst ones, so the game stops closing by itself.

Why this works

A picture on disk is squeezed, but to be drawn it must be unpacked into plain colour for every pixel, so its cost depends on its size in pixels, not its file size. Counting that real cost shows which pictures to shrink, and by how much, before a phone gives up.

When not to use it

Pointless for a game that only runs on a strong computer, or one with a handful of tiny pictures. Shrinking also hurts when the picture is detailed art the player stares at; then split it into parts or load it only while it is shown.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 37 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Find the pictures that make your game crash on phones from memory" (read_entry action-texture-memory-report) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP