Here's the situation: I plan to do what you suggest for additional
"play levels" but at least one full set has to fit in the app itself -
I don't want people to have to download something to get basic
functionality. I'm thinking of going from one 1024x1024 texture to
four, which would be quite a jump, but looks gorgeous.

And great point about the naming scheme. Will do.

On May 29, 10:37 am, lbcoder <[email protected]> wrote:
> If you have a big chunk of data that you need/want to add to your
> program, then don't include it in the apk. Instead, have your program
> download it to the sdcard on launch.
>
> But PLEASE, make the path user configurable (you can put in a default
> if you like). Without this option, there can be file name conflicts
> and there will definitely be a mess, even if you think that your path/
> filename makes great sense in terms of organization.
>
> On May 29, 12:08 pm, Sundog <[email protected]> wrote:
>
>
>
> > When is an app/game just too darn big to download? This isn't an issue
> > on That Other Phone, but suddenly I have a choice to make... my nearly-
> > finished OpenGL (where are all the others?!?) game could benefit from
> > adding some higher-resolution textures but that will raise the
> > download size a couple of meg.
>
> > So there's a tradeoff here that I don't have to make on the Other
> > Phone (I'm developing both versions simultaneously). This isn't to
> > rant about that, but to simply ask:
>
> > When you're downloading a game/app, what's your limit that makes you
> > say "Too big, skip it"?- Hide quoted text -
>
> - Show quoted text -
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