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Is there some kind of updated go-to guide to dealing with assets for Android? Things like resolution, etc. Very recently I've somehow become lead developer on an in-progress barely-beta Android app that is targeting -8 and above, all smartphone screen sizes (but bigger/newer phones are priority), horizontal and vertical. And I'm going crazy working with our designer and trying to figure out how to handle resources and screen sizes. I want to be able to tell him "give me x, y and z, designed for these resolutions, proportioned for these sizes" but I don't even know what to ask for when it comes to deliverables, or the best way to manage it on my end. The designs are very graphics heavy, and kind of iOS-like.
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# ¿ Mar 15, 2013 03:44 |
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# ¿ May 10, 2024 05:57 |
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Anyone know of a decent Android A/B testing service? Something on the lightweight/inexpensive side (i.e. not swerve) preferred... edit: is the clutch.io base really awful or what? admiraldennis fucked around with this message at 03:34 on Jul 22, 2013 |
# ¿ Jul 22, 2013 03:19 |
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Angryhead posted:Ugh, spent a while trying to figure out why my app was crashing on a friend's phone. This has burned me more than once Android Studio picks up on these issues though.
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# ¿ Aug 10, 2013 19:44 |
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BLT Clobbers posted:Seconding this. I'm now kinda concerned it's running too fast compared to a real Android device. Also it has USB support. Haha, yeah, it does run faster than actual phones. Genymotion is an amazing tool and I use it all the time, but it's not exactly good for testing, say, animations, memory usage, and screen size factors. You still need the AVD emu and real phones for lots of polish stuff.
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# ¿ Aug 25, 2013 16:42 |