Is there a way for the iPhone application to only force users to download the graphics needed to resolve them?

I am developing an iPhone game and it is approaching a size of 20 MB. I would like to keep it under 20 MB so that users can download it via 3G.

One of the main reasons is that I have two copies of all my images, one for Retina Display and one for non-Retina Display. However, half of the images are always completely unnecessary. Depending on the device, it will use one resolution or another, but never both.

I know that I can just use the high-resolution set and scale it to a resolution other than Retina Display, but they don't look so good, and there are performance implications.

Is there a way to split my images into two sets and force users to download the set that they need?

+4
source share
2 answers

No. At least not supported by Apple.

An application bundle should always have everything for all platforms. One motivation. A user can have multiple iOS devices syncing with the same iTunes library. So, let's say I download your application on my iPhone4, sync with iTunes, and then install it on my third-generation iPod touch from iTunes.

+2
source

Can you publish two versions of the application? And then in each offer the other as inApp free sale? Or combine two applications together and sell at the same price as one?

0
source

All Articles