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 - --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
