Hi,
You are right. I thought this was just for breaking too big apks into
smaller parts, but thats not the case.
This solves a great percent of the problem, and although you still have
the inconvenience of managing multiple builds, this may be the best
approach anyway, having in account the inconveniences of the others.
Thank you very much,
On 10/31/2012 04:14 PM, Johan Appelgren wrote:
Have you looked at using Multiple APKs?
http://developer.android.com/guide/google/play/publishing/multiple-apks.html
Wont solve the overhead of managing multiple builds, but at least you
wont "disperse social promotion".
On Wednesday, October 31, 2012 2:35:11 PM UTC+1, Fran wrote:
Hi there,
I have a real problem when providing different resources for
different
displays, according to their density. Putting all the needed
graphics on
the same apk file makes it really big, and most of the graphics
will not
be used by the device where they are installed never.
I have seen that what some developers does is to have an HD separated
version of their app, but this implies more development effort and
dispersing social promotion of the game (user's ratings, position
on the
market, social network links, etc.)
I think the best approach should be something that keeps the minimal
needed resources on the apk, and during the first run of the app
takes
care of downloading the ones that fits the display of the device.
This has some additional difficulties, but I do not want to write a
thesis on this, just to ask if someones knows something that does
this
yet written, before I start reinventing the wheel for my own
projects.
Best regards,
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