I was also thinking about different resources in different devices.

Example: imagine I have a game with different resolution resources:
highly pixeled for low-density screens, average quality for mid-
density screens and ultrarealistic for superhigh-density tablets. The
res-XXXX solution allows the game to find the appropiate resource for
each device. However, every resource must be included in the apk: the
tiny 2kB .png for the low-res, but also the huge 200kB for the
superhigh-res. Finally, the app weights 10MB, and in fact can not be
installed on low-end devices.


Or is there an (unknown for me) way to handle this problem?


On 3 mar, 13:33, Mark Carter <mjc1...@googlemail.com> wrote:
> Thanks Rob but what I'm thinking about goes beyond an alternative UI.
>

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