(?) How to handle Corona SDK Builds with sizable resources (images, sounds, sprite sheets, etc)

Greetings, I used to be an active Corona developer a while back.  Recently, I’ve been working with the SDK on Mac.  During the build process for the device, it will ‘upload’ the resources to the cloud to create the APK or package and download it.

Is there a better way to “distribute” the resources better?  Would it be better to re-package it locally with the resources and re-sign (if possible)?

I even toyed with the idea of sending the ‘base’ app and then it downloads the resources, but I am thinking the user experience may not be as good.

Thoughts?

Hi @paul.cardwell,

About what total size of resources are you dealing with? If it’s a significant amount, i.e. much higher than a “typical” app, you may want to consider in-app downloading of resources, simply to minimize the base download size of the app from the marketplace. That’s not an uncommon practice these days, for apps which have a considerable amount of high-res images and so forth.

Brent

Hi @paul.cardwell,

About what total size of resources are you dealing with? If it’s a significant amount, i.e. much higher than a “typical” app, you may want to consider in-app downloading of resources, simply to minimize the base download size of the app from the marketplace. That’s not an uncommon practice these days, for apps which have a considerable amount of high-res images and so forth.

Brent