The structure of Android applications: DLC through in-app billing

I am creating an Android application that provides several interactive adventures for the user. They use a lot of media (sound files and images, as well as some xml) and therefore a lot of space.

I am planning a freemium model where the application downloads for free with one adventure, and the user can buy more from Google Play.

I am wondering:

1) How do I create an application so as not to explode 50 MB apk?

2) Limiting the size of internal storage?

3) The examples of invoicing in the application that I saw all suggest that this is for something trivial that is already in the application. How to configure it so that the adventure loads when you buy it?

+5
source share
1 answer

You can use add-ons on the Play Store that go up to 2 GB (IIRC), so 50 MB is only the limit for the APK. Internal storage is limited by the size of the partition /data, but there is no limit for each application (at least on Android). As for 3, you need to have your own server, check purchases on it and provide the application with a link to download data after receiving a valid order. How exactly you save, load and manage the downloaded data depends on your application.

0
source

All Articles