I am working on a game like clash of clans or age of empires.basically strategy game where you have map an buildings. The buildings are animated using frame by frame animation (not sure if there is other type of animation). The problem is that the resources folder is going easily beyond 100MB just simply from the images of the buildings in different states.
How do games like CoC manage their high intensive graphics game with 50Mg… What am I missing here? I am totally lost if I am doing things the wrong way
Ooohhhh really? I didn’t know that this is the norm
The problem is that when you download them, they are like external files and can not be placed as drawables in their density folders. Unless there is a way and I don’t know it
There’s a limit to how many files you can put in a drawable folder (at least there used to be). So I would put them together in a sprite sheet. Sprite sheets will also save a small amount of memory if done right (could also use more if not packed tight.) I would use a texture packer and make texture atlas’s. Something like https://code.google.com/p/libgdx-texturepacker-gui/
If your creating multiple sets of graphics for the different densities and resolutions. You’ll just have to manage loading the right ones instead of it autoloading from drawable folders.
Also you might want to use Google Play Expansion file system rather than downloading from your own servers. It’s free up to a certain amount.