Here is what is says at Google Developer about the
expansions...
I have been wondering about a work around for the 50mb limit.
I was thinking of In App Purchases for extra content, but was unsure about being able to download it to the proper media folder.
My best bet may be to just cut back on sound effects and manage my sprites better.
For instance, the character sprites I have been making have all their animations in both left and right directions for a side scroller.
So, I have 2 idles, 2 runs, 2 stabs, and 2 dies.
However, the idle and die could really just be one facing direction shared by both left and right.
That means 2 idles and 2 dies become 1 idle and 1 die animation, so I drop from 8 sprites to 6, thus saving 25% of my memory used by those sprites.
This memory cap has me rethinking a lot of things about my game, but it may be for the best to keep it small for the users sake when it comes to downloading the content.
At only 65mb, you may be able to trim yours down to 50 without sacrificing much of the content if you think about ways to cut back a little on the things using the most memory.
Sound files can eat at memory fast, especially as WAV files.
So, trimming the silence off the beginning and end of any sound effects can make a big difference.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1