Dear all,
This is the first time I try to work with Google Play store, but unfortunately I've got some troubles with device resolution. There's no compatibility method for grouping devices by resolution. They only demand on "screen size" - physical screen size in inches, and "density". I think that method is good for application only, not for game, which based on programmatic rendering.
I also thought about dynamic loading data package depends on device resolution (and/or density) runtime (offline- which leads to huge data size, or online - which takes cost for storage and down stream
)
Thank you in advance for any help you provide !
Comments
Ok, this is our take on the approach. Stay tuned for Game42 on Google Play next week
Likes: hgvyas123
Will Apple adopt this method soon too? [They're not already doing it, are they?] My app requires multiple enormous sets of images (tailored to the screens of the iPad Retina, iPad Classic, iPad Mini, iPhone4+ and iPhone3GS-). A universal app would be so big that many people wouldn't have enough space for it on their devices UNLESS a single asset pack was (were) automatically preselected for each device prior to downloading/installation.
Meet Kate. Grey is her favourite colour. Maths is her favourite subject. Decency is her favourite type of behaviour.
She definitely does not like jewellery or modelling, but loves aeroplanes and other machines made of aluminium.
1. make 4 versions of apk according to different screen sizes: from small to xlarge and determine it in AndroidManifest.xml!
2. then make 6 versions of texture packers AND scenes (lua files) for logical view at gideros project according to different types of aspect ratio for android device screens: a) 5:4 = 1.25 b) 4:3 = ~1.3 c) 3:2 = 1.5 d) 16:10 = 1.6 e) 5:3 = ~1.6 f) 16:9 = ~1.7 based on
this is one thing what I could share
https://play.google.com/store/apps/developer?id=My+name+is+Originality
Thanks Currently we host the data on our server. Afaik, there's something like Google server like you said but we haven't tried it yet.
For iOS side, I'm not sure about Apple but I know there are games that downloading big data from their server, especially Gameloft's ones as they could be 500MB-1GB.
@fxone:
Thanks. I'll let @Rickyngk evaluate that