So I' d like to develop a game that involves a lot of animations (like >1000 frames made from images in 320*426 format). I already tried one shot at it by creating sprite classes that have arrays of id's for each frame from the res/drawables/ folder needed by the sprite). Using 2 sprites each of approximately 32 frames i got within 100kbytes from going over heap budget (i used debug.getnativeheapsize/freesize/ allocatedsize to track my progress). I also tried using animations created from animation-list xml's (=> it went over heap budget). Oh, also, my game will also make use of sounds.
Any suggestion is extremely welcomed. Thank you ^ ^ -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

