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(+4)

I'd argue that when selling game assets, you should provide a lossless format like FLAC and let the customer worry about compression tradeoffs and target formats.

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Greetings.

Actually, it's a free and open-source package. The package will include quite a few tracks, so I'm not sure if it would be feasible to distribute it as an uncompressed file. If I remember correctly, itch doesn't allow files larger than one gigabyte.

In any case, I'll examine the FLAC files (I'm not very familiar with them).

You're right that the best thing to do is distribute the files uncompressed and then have everyone convert them to the format they prefer. I assume everyone has the resources to do that.

Thanks for your perspective.

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Two points here:

a) even if your product is free, you presumably want people to use your stuff. That means you should make it easy to use your files for as wide an audience as possible. My point still stands.

b) when we say "uncompressed", we mean"losslessly compressed". Putting your stuff in  a zip file is fine.

c) a gigabyte is a lot of music - even in an uncompressed format, you can fit about an hour of CD quality audio in there.

(My points were losslessly compressed into 66% of their original size. I did not miscount or make a typo.)