Hello, excuse me for my poor english. Let’s introduce myself.
I use cocos2dx 3.17
Thanks for reading
I achieved a very big game (4 years to code by myself), perhaps the biggest game developed with cocos (I’m joking), it is a kind of clash of clan in western fantasy mode. All is working fine on IOS, the game is in beta test with some of my friends for 2 years but I removed so much bug that it was a good decision to wait for release) , I made so much work that I’m afraid of bug and I prefer to test a lot before to put on the store. Anyway when I started my idea was to launch only on IOS but I changed my goal since the reality is that android is 85% of the market, any way after solved a lot of problem with gradle, ndk, sdkbox and the million of parameters you have to set in android I’m wasting my time with a stupid problem:
I know that if my app is more than 100MB (my game is 300MB) I have to add an OBB file with my resources. My problem is that I don’t know why but I do not achieve this last point. My game is running in debug mode without crashing, and the release build without bug. So my question is:
- I have a folder /resources where I put all my my atlas (pvr.ccz file), wave, font… In debug mode I take directly inside and all is working fine in release mode I remove the atlas per (250 MB) and I add all theses files in a zip that I rename OBB. So I have a file www_test-release.apk with source code and some files from resources folder and an other one with all my atlas in main.1.org.cocos2dx.www_test.obb (It is a zip file that I changed in OBB)
1/ What I have to do to test this in debug mode?
2/ Can I put some file like wave, font in resources folder that will be added in my main apk and put the biggest file in the obb file? What I have to do for my app look in resource and also in obb file? Is it automatic with coco 3.17?
3/ What I have to do in release mode differently than in debug mode?
Please could you help me step by step.
thank you very much