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What a level needs
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What a level needs

The minimum is a track. Everything else is optional, and nearly all of it you bring yourself

What a level can use

WhatDetailsWhere it lives
Audioat least one track, there can be severalthe level's resources folder
Imageswhen a shape is not enoughthe level's resources folder
Fontsttf, otf, ttcthe level's resources folder
Shapes497 built-in ones and any drawn in the Shape editorbuilt into the game or into the level
Themes, effects, prefabsdata rather than filesinside level.json

Audio, images and fonts are real files. Only they add weight to the folder, need a record of their origin before publishing and can get lost in a move

With no font of its own, text is drawn with whatever the system has

The developers ship no textures at all. Built-in shapes are geometry rather than pictures. They have no pixels, they weigh nothing, and there is nowhere to load them from

Recommendation

Reach for a shape before an image, every time. An image is a file you can lose in a move, memory at load time and a line in a licence record. A shape costs none of those

The weight of the folder

There is no hard limit. But a level travels by copying, and the folder's weight is what the person receiving it sees

A 4-minute track in ogg is 4 to 6 MB. The same track in wav is around 40 MB

Several sources for one resource

A resource can carry a list of places to fetch it from: a file beside the level, an absolute path, a direct url. The game walks that list until something loads

Recommendation

Keep a url as an addition to the file rather than instead of it. A site can go down, move or start serving something else. A file in the folder sits exactly where the level does

Rights to the files

If the level leaves your disk, every file in it needs a licence that allows it. That is decided by the resources you pick at the very start

More - Rights

Next: Preparing the track, Images and fonts