Hi,

You are right. I thought this was just for breaking too big apks into smaller parts, but thats not the case.

This solves a great percent of the problem, and although you still have the inconvenience of managing multiple builds, this may be the best approach anyway, having in account the inconveniences of the others.

Thank you very much,


On 10/31/2012 04:14 PM, Johan Appelgren wrote:
Have you looked at using Multiple APKs? http://developer.android.com/guide/google/play/publishing/multiple-apks.html

Wont solve the overhead of managing multiple builds, but at least you wont "disperse social promotion".

On Wednesday, October 31, 2012 2:35:11 PM UTC+1, Fran wrote:

    Hi there,

    I have a real problem when providing different resources for
    different
    displays, according to their density. Putting all the needed
    graphics on
    the same apk file makes it really big, and most of the graphics
    will not
    be used by the device where they are installed never.

    I have seen that what some developers does is to have an HD separated
    version of their app, but this implies more development effort and
    dispersing social promotion of the game (user's ratings, position
    on the
    market, social network links, etc.)

    I think the best approach should be something that keeps the minimal
    needed resources on the apk, and during the first run of the app
    takes
    care of downloading the ones that fits the display of the device.

    This has some additional difficulties, but I do not want to write a
    thesis on this, just to ask if someones knows something that does
    this
    yet written, before I start reinventing the wheel for my own
    projects.

    Best regards,

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