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Home/ Questions/Q 7523791
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T02:54:18+00:00 2026-05-30T02:54:18+00:00

i have 2 issues. my app has a high quality images, and i enabled

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i have 2 issues.

my app has a high quality images, and i enabled the retina display(using cocos2d), so every png has the hd : image-hd.png .
my first question is, if want it to fit also iphones under 4 (3gs) i must have all my images again in the 320×480 without the -hd ?
i have sooo many images, and this way seems strange to me, cause it doubles the app size!

another thing. my app size on disk is BIG, but i have discovered that there is a folder init that called: build, which is 136Mb ! it has simulator and debug files that are not mine.

how would i get ride of this folder that is so big ?? my app is 30mb only !

thanks a lot

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  1. Editorial Team
    Editorial Team
    2026-05-30T02:54:19+00:00Added an answer on May 30, 2026 at 2:54 am

    i must have all my images again in the 320×480 without the -hd ?

    Yes. If you want your game to work with non-Retina devices, then for each xxxx-hd.png you must provide a corresponding xxxx.png file.

    this way seems strange to me, cause it doubles the app size!

    It doesn’t double it. It depends a little on the type of files (PNG, JPG) and how well the images can be compressed. Uncompressed, an SD image is a quarter of the size of an HD image. So you’re more likely looking at an increase of app size by 25%. If your HD assets weigh in at 100 MB, your SD assets will add roughly around 25 MB to the app size.

    my app size on disk is BIG, but i have discovered that there is a
    folder init that called: build, which is 136Mb ! it has simulator and
    debug files that are not mine.

    These are temporary build files created by Xcode. Don’t delete them because Xcode will recreate the files anyway.

    The size of your .app is the only file size you should be considering. Furthermore, you should ignore the size of your .app in debug builds, which is what you’ve been looking at. The only app size from which you can determine (or guesstimate) the final app size on the App Store is the app created by an Archive build.

    Run Product -> Archive with a iOS device selected as your current configuration (otherwise Archive is grayed out). When it’s done, the Xcode Organizer will open and highlight the newly created archive. Right click it and select “Show in Finder”. There may be several .xcarchive files in this folder, select the latest one and right click it, then select “Show Package Contents”. Navigate to Product/Applications which will show your .app and its size. This is the only size of your app you should ever give any consideration.

    However, this is not the final size of your app on the App Store, since the .app bundle will be compressed (making it smaller) and at the same time the executable will be crypted (making it impossible to compress). I once wrote an article about how to determine your app’s final App Store size that I think still holds true today. In essence, you copy the .app bundle, remove the executable from the bundle, compress the bundle, then add the size of the compressed bundle and the size of the executable and the result is a good approximation of your app’s size on the App Store.

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