Lots of text, lots of images, huge app

I have a tutorial app out for Android that has a lot of text and images and am in the process of creating another one. I used director (does that take up a lot of memory?) in the other app and used variables for each paragraph and a variable for each image. The app is a massive 17.7MB in size. With this next app, I’m trying to avoid that large hunk of memory. It works with most, but some users say it crashes and others say it doesn’t even start. (Oddly, the Free “Preview” version has 25% of the content and is 18.89MB without ADs!!, What?? I don’t know.)

I was looking at the e-book samples from Corona, but noticed they are no different than any ole app, I don’t want it to be an e-book anyways. I was also thinking of just making html pages, but then comes the question if the images will still scale.

Is there a recommended/effective ways or any tricks to write an app like this with low memory, or is it just unavoidable? I’m not looking for ways that’ll cut the memory slightly, if it’s not almost half, I think I just have to live with it.

Regarding app crashes with some users, I notice the API level is 8+, is there a way I can specify it for only 11+ …?

Can you afford to reduce the sizes of the images? Or maybe pack them into a spritesheet?

Also do you have multiples of each image to cover different resolutions? If you have to many variations maybe you could cut some out (i.e. if you are using @2x, @3x and @4x - maybe remove @3x).

Otherwise, if you need lots of images, then you need lots of images.

The app could be crashing due to large images. We submitted an update recently that had 2048 * 2048 images being used on lo-res devices (by mistake). Some devices just couldn’t handle images that large.

I have the icons packed into a spritesheet, otherwise most other images are basically as big as a spritesheet. Looks like I’ll have to live with it, which brings up my other question, of how can I filter the configuration to only Android devices with an API level of 11+, if that’s possible? I know 11+ devices can handle it with ease.

Really 18 MB? I have apps of over 200 MB and that is no problem. 

Don’t load everything in memory when it isn’t needed. Release on time. Use imagesheets if handy.

Make sure the crashes aren’t your code instead of the memory.

Can you afford to reduce the sizes of the images? Or maybe pack them into a spritesheet?

Also do you have multiples of each image to cover different resolutions? If you have to many variations maybe you could cut some out (i.e. if you are using @2x, @3x and @4x - maybe remove @3x).

Otherwise, if you need lots of images, then you need lots of images.

The app could be crashing due to large images. We submitted an update recently that had 2048 * 2048 images being used on lo-res devices (by mistake). Some devices just couldn’t handle images that large.

I have the icons packed into a spritesheet, otherwise most other images are basically as big as a spritesheet. Looks like I’ll have to live with it, which brings up my other question, of how can I filter the configuration to only Android devices with an API level of 11+, if that’s possible? I know 11+ devices can handle it with ease.

Really 18 MB? I have apps of over 200 MB and that is no problem. 

Don’t load everything in memory when it isn’t needed. Release on time. Use imagesheets if handy.

Make sure the crashes aren’t your code instead of the memory.