Gentelmen, stop comlpaining. This is being done on purpose. If phones
have huge internal memory, no one would buy SD cards. And unlike a
phone, which is subsidized, margins on SD cards can be way over 100%.
The vendors want you to buy as many of them as possible.

On Mar 24, 1:34 pm, Incognito <[email protected]> wrote:
> 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
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