The solution is to increase the internal memory. This way you don't need the sd card.
On Mar 23, 2009, at 9:14 PM, Stoyan lDamov <[email protected]> wrote: Yes, I did, but it's one thing to buy something, download it, and start playing with it, and another thing if it asks you to download some files it needs. What about the animations? Should I ask the users to wait for the animations to be downloaded so they can start playing the game? Should I make it optional and allow the game to run without animations as well? Many great games on the iPhone are > 25 MB, what the f^Hu^Hc^Hk^Hheck was the problem with either: a) making the device with more memory (how much does this memory cost anyway?) b) not rushing to release the G1 without the support to run apps off the SD card Cheers On Tue, Mar 24, 2009 at 2:51 AM, Jon Colverson <[email protected]> wrote: On Mar 23, 3:58 pm, Stoyan Damov <[email protected]> wrote: For example, in my game I planned to have at least 5 tracks of in-game music, which I *almost* bought from a professional sound selling company (I did bought 1 after all) and while I was picking which ones to buy, I also happened to build and apk with sample mp3s I already had in order to test the "jukebox", only to find out that the apk exceeds some limits from hell. Did you consider downloading the music to the user's SD card the first time the game is run? -- Jon --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "Android Discuss" 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-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
