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  • Downloading game assests to SD card on Android

    - by hgpc
    I'm developing an Android game that has to download some assets to the SD card to keep the size of the app as small as possible. I was thinking of using an uncompressed zip file to bundle all the assets. A requirement from the client is to protect these assets as much as possible. Being part of the apk is considered enough protection, but if I do this the apk size will be enormous. If I just put a zip bundle in the SD card, then anyone can unzip it and explore its contents. Is there a simple way to do this without retorting to horrid DRM? Obviously if someone really wants to check the resources of an Android game, they can. I'm just looking for a simple solution to avoid making this very easy.

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  • Localization of icon and default screen in iPhone

    - by hgpc
    Can the app icon and default screen be localized in iPhone? Has anyone tried it? In theory it should be possible as they're just image resources, but I found no explicit mention of this in the documentation, and I wouldn't like to have my app rejected or failing for this.

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  • Handling out of memory errors in iPhone

    - by hgpc
    I would like to handle out of memory errors in iPhone to execute logic with lesser memory requirements in case I run of of memory. In particular, I would like to do something very similar to the followin pseudo-code: UIImage* image; try { image = [UIImage imageNamed:@"high_quality_image.png"]; } catch (OutOfMemoryException e) { image = [UIImage imageNamed:@"low_quality_image.jpg"]; } First I attempt to load a high-quality image, and if I run out of memory while doing it, then I use a lower quality image. Would this be possible?

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