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PostPosted: Tue Sep 13, 2011 12:31 pm 
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My game is too big to all be loaded at once in order to avoid out of memory exceptions on android. The easiest way around this I can think of without using low quality, is to load and free resources in gamestate.enter and gamestate.leave methods. This works well until I want to do transitions, as the enter method is not called until after the transition has already been calling the render method. I intend to just change around the Slick2D code so that the enter method is called before the transition, as I can think of no situation where I would need enter at the end of a transition. However, I figured I would see if anyone else had a better Idea first.


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